SceneCity is an easy to use city generator that automates the tedious tasks when creating 3d cities, while you keep the creative freedom to customize everything in your city. It is a Blender addon.
Creating a city is hard.
Traditionally it must be constructed by hand in a 3d application by an artist. While this approach gives the artist full control, it requires skill and a LOT of time to complete an entire city. Don't even mention if later you want to change its layout.
One can use tricks, shortcuts, and other Blender features such as particles, or random mesh extrusions to accelerate the work, it remains tedious nonetheless. And the results aren't always as great as our vision. Simply because there is a lot to do, and Blender is "only" a generic 3d application, not a specialized city builder.
But with SceneCity, you add specific city building capabilities to Blender!
The completion of a 3d city can be summarized as a series of tasks, listed below. Although some are optional, SceneCity can help at almost every step.
|Tasks to complete a city||Design||Model the terrain||Shade the terrain||Populate the terrain||Model the road props||Model the roads||Create the road network||Model the buildings props||Model the buildings||Place the buildings||Setup the world background||Setup the lighting|
|Automated by SceneCity||You keep this fun part for yourself!||
From procedural shape presets, or from your own heightmap
Automatic creation of the terrain material
Use the library of trees or use your own models
Use the library or use your own
Use the library or use your own
In a grid shape or in a random axis aligned shape
Use the library or use your own
Use the library, use your own, or use procedural buildings
Automatic, precise, seamless
Choose from a growing list of high quality HDR 360° panoramas
Automatic and realistic from HDR
Time is precious. You cannot place each and every piece of a city by hand, there are hundreds of them, if not thousands. Instead let SceneCity do the boring work for you (like instancing and positioning objects), while you keep the fun creative part (like modeling and animating).
Describe the city you want in SceneCity using parameters, such as city size, what buildings to use, where to place them etc... the whole city is then created in a matter of seconds or few minutes, ready for you to play with, like adding cars, pedestrians, changing whatever you want, and rendering still images or animations.
Changing something is as easy as changing a parameter value, then recreating the city. Thanks to Blender, and depending on which placement method you choose (instance placement or merged mesh), you can even modify a city without recreating it. Modifying the model of a building automatically changes all instances of that building everywhere it appears in the city.
Keep reading below to learn what SceneCity can do for you.
SceneCity comes batteries included: props, roads and buildings. Load them in a click, and generate a city. It's that simple. Once included in your scene, they're just standard Blender meshes, objects and materials, so you can study them, modify them, or delete them.
You can pack all of them in the .blend file if needed, they're not "linked" but "appended" to your scene, in Blender's terms. This is useful if you need to carry everything in a single .blend file, or for rendering on farms.
A default library is great to get started quickly and to have a nice visual quality from the start, but we're artists right? We like to create and design our own stuff.
That's why you're not limited to the included libraries for your cities. You can mix, or use your own exclusively very easily. Tell SceneCity to use any mesh or group of objects with just a checkbox in the mesh's or object's options. Done. Next time you generate the city, it will be used.
For instance, this polluted city was made from scratch in the record time of 20 minutes, render time excluded, mostly modeling the assets. Notice how, from such low-poly texture-less assets, the city is large, complex and intricate.
The very simple buildings and road portions, hand-modeled for this example city. Yours can be as complex and detailed as you need.
Use the power of procedural building generation to create new buildings quickly, perfect for city prototyping and adding visual complexity in no time.
Mass-place the generated buildings as they are, or manually work further on them, they're regular Blender meshes.
Make the procedural buildings unique accross the city if you want, and control their height with a size map, depending on their position in the city.
Use the random road placement feature to have large road networks. It's fast and easy. Creating huge networks becomes virtually free, both time-wise and effort-wise.
Once placed, the road portions can be moved around, modified or deleted just like any Blender object. You can keep modifying the streets by hand for the specific needs of your scene.
This type of network grows streets like the branches of a tree.
From a random starting location, streets are grown from other streets, making sure every part of the city is reachable.
Each time you generate a network, it's random and unique, so keep generating until you get what you like. Change the parameters to have more/less crossings and shorter/longer roads.
This type of network places the roads on a grid pattern. Perfect to fill as much space as possible, for dense cities.
Placing the buildings is the most daunting task if done by hand, but not with SceneCity. As for the roads, placing the buildings is almost free: simply click on a button, and you have hundreds or thousands of buildings correctly positioned around your streets.
You can even control the probability of where they should appear in the city.
You can use a Blender texture (image-based, procedural, mixed, as you wish), to specify where to place the buildings: white for high probability, black for low.
Skip this step to simply place them randomly with equal probabilities on the whole city surface.
Hit the button, and the buildings are placed for you, differently each time.
Once placed, they can be moved around, modified or deleted just like any Blender object. You can keep modifying the city by hand for the specific needs of your scene.
You can now have fun with your city!
SceneCity comes with SceneSkies, a separate Blender addon.
The skies give realistic lighting extremely easily (basically in one click) AND they react properly with color grading and exposure settings in Blender. The sun is as bright as the sun in real life (thousand times stronger than a car's headlights), giving sharp and strong shadows under clear weather conditions.
SceneCity comes with SceneTerrain, another separate Blender addon, and a whole terrain generation solution in itself. With it you can generate detailed terrains for a city, and for any other use.
SceneCity is written entirely in the Python programming language, with zero external dependencies, except for Blender itself. It is therefore very easy to install, and works everywhere Blender does, ie on Windows, Mac, and Linux.
It integrates nicely in Blender's interface, by adding custom panels where they make sense. For instance the general city options are in the current scene settings and the mesh-related options for buildings and roads are in the selected mesh datablock view.
The UI is clear and uncluttered as much as possible. It will tell you when something is wrong, for example when you want to generate a road network but haven't setup any road model yet. Options and buttons are grouped, hidden when they don't make sense, and the number of new panels is kept under control.
You will be redirected to my payment processor BMT Micro, where you can order using the payment method of your choice (PayPal, Amazon Checkout, Credit Card...) and in the currency of your choice. An account will be created for you in the private download section, and your login information will be sent to you by email automatically. It is usually very fast, but can take up to a few hours.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
SceneCity is made by myself, Arnaud Couturier, developer and artist. I'm French and live in New Caledonia, in the Pacific Ocean near Australia. I love digital art, 3d, and video games.
I've been programming since college in 2003, using Blender since 2004, and Unity since 2010.