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	<title>Architectural Visualisation Archives - Digital Urban</title>
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	<link>https://www.digitalurban.org/blog/category/architectural-visualisation/</link>
	<description>Data, Cities, IoT, Writing, Music and Making Things</description>
	<lastBuildDate>Tue, 26 Aug 2014 14:48:54 +0000</lastBuildDate>
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	<title>Architectural Visualisation Archives - Digital Urban</title>
	<link>https://www.digitalurban.org/blog/category/architectural-visualisation/</link>
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	<item>
		<title>The Making of the CASA Oculus Rift Urban Roller Coaster</title>
		<link>https://www.digitalurban.org/blog/2014/08/26/the-making-of-the-casa-oculus-rift-urban-roller-coaster/</link>
					<comments>https://www.digitalurban.org/blog/2014/08/26/the-making-of-the-casa-oculus-rift-urban-roller-coaster/#comments</comments>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Tue, 26 Aug 2014 14:48:54 +0000</pubDate>
				<category><![CDATA[3D Max]]></category>
		<category><![CDATA[3D Modelling]]></category>
		<category><![CDATA[Architectural Visualisation]]></category>
		<category><![CDATA[SketchUp]]></category>
		<category><![CDATA[3dmax]]></category>
		<category><![CDATA[oculus rift]]></category>
		<category><![CDATA[Unity]]></category>
		<guid isPermaLink="false">http://www.digitalurban.org/?p=3657</guid>

					<description><![CDATA[<p>Earlier this year CASA was invited to create a virtual reality exhibit for the Walking on Water exhibition, partnered with Grand Designs Live at London’s ExCeL. While CASA has a...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2014/08/26/the-making-of-the-casa-oculus-rift-urban-roller-coaster/">The Making of the CASA Oculus Rift Urban Roller Coaster</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Earlier this year <a href="http://www.casa.ucl.ac.uk">CASA</a> was invited to create a virtual reality exhibit for the Walking on Water exhibition, partnered with Grand Designs Live at London’s ExCeL. While CASA has a tendency to spend a lot of time thinking seriously about cities and data it was quickly decided that a fun and novel way to engage the 100,000 or so expected visitors would be an urban roller coaster ride using the Oculus Rift Virtual Reality headset. <a href="http://virtualarchitectures.wordpress.com/">Oliver Dawkins</a>, a student on our <a href="http://www.bartlett.ucl.ac.uk/casa/programmes/postgraduate">MRes in Advanced Spatial Analysis</a> is a leading light in urban visualisation and the Oculus Rift, as such he kindly offered to lead the development. In the following guest post, Oliver (of <a href="http://virtualarchitectures.wordpress.com/">http://virtualarchitectures.wordpress.com/</a>) talks us through the development process&#8230;.<br />
<center><iframe src="//player.vimeo.com/video/104185315?title=0" width="600" height="337" frameborder="0" allowfullscreen="allowfullscreen"></iframe><a href="http://vimeo.com/104185315">CASA Urban Roller Coaster</a> from <a href="http://vimeo.com/virtualarchitectures">Virtual Architectures</a> on <a href="https://vimeo.com">Vimeo</a>.</center>The first tool chosen for this project was the Unity game engine because it provides a very simple means of integrating the Oculus Rift virtual reality headset into a real-time 3D experience. Initial tests were made in Unity with a pre-made roller coaster model downloaded from the Unity Asset Store. However, rather than simply place that roller coaster in an urban setting I wanted to create a track that would be unique to this experience and feel like it might have been part of the urban infrastructure. Due to time constraints it was not possible to model the urban scene from scratch. Instead I decided to generate it procedurally in Autodesk 3ds MAX using a great free script called ghostTown Lite.<br />
<img fetchpriority="high" decoding="async" class="aligncenter  wp-image-3658" src="https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_01-1-1024x528.jpg" alt="" width="654" height="295" /><br />
Although I like to use SketchUp for 3D modelling wherever possible 3ds MAX was much better suited to this project as it allowed me to quickly generate the city scene, model the roller coaster track, and animate the path of the ride, all in the one software package. After generating the urban scene I used the car from the Asset Store roller coaster as a guide for modelling my track in the correct proportions.<br />
<img decoding="async" class="aligncenter  wp-image-3659" src="https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_02-1-1024x528.jpg" alt="making_of_casa_roller_coaster_02" width="687" height="354" srcset="https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_02-1-1024x528.jpg 1024w, https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_02-1-300x155.jpg 300w, https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_02-1-768x396.jpg 768w, https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_02-1.jpg 1366w" sizes="(max-width: 687px) 100vw, 687px" /><br />
The path of the ride through the city was modeled using Bezier splines, first in the Top view to get the rough layout and then in the Front and Left views to ensure the path would clear the buildings in my scene. The experience needed to be comfortable to users who may not have experienced virtual reality before so it was agreed to exclude loop-the-loops on this occasion. It was also important to avoid bends that would be too sharp for roller coaster to realistically follow. Once I was happy with the path I welded all the vertices in my splines so that the path could be used to animate the movement of the roller coaster car along the track later.<br />
<img loading="lazy" decoding="async" class="aligncenter  wp-image-3660" src="https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_03-1-1024x528.jpg" alt="making_of_casa_roller_coaster_03" width="700" height="361" srcset="https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_03-1-1024x528.jpg 1024w, https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_03-1-300x155.jpg 300w, https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_03-1-768x396.jpg 768w, https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_03-1.jpg 1366w" sizes="auto, (max-width: 700px) 100vw, 700px" /><br />
Next sections of track were added to the path I’d created using the 3ds MAX PathDeform (WSM) modifier. As the name suggests this modifier deforms selected geometry to follow a chosen path. Using this modifier massively simplified the process by allowing my pre-made sections of track to be offset along the length of the path and then stretched, rotated and twisted to fit together as seamlessly as possible. This was the most intricate and time consuming part of the project.<br />
<img loading="lazy" decoding="async" class="aligncenter  wp-image-3661" src="https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_04-1-1024x528.jpg" alt="making_of_casa_roller_coaster_04" width="708" height="365" srcset="https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_04-1-1024x528.jpg 1024w, https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_04-1-300x155.jpg 300w, https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_04-1-768x396.jpg 768w, https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_04-1.jpg 1366w" sizes="auto, (max-width: 708px) 100vw, 708px" /><br />
In order to minimise the the potential for motion sickness with the Oculus Rift I was careful to keep the rotation of the track as close to the horizontal plane as possible. Supporting struts were then arrayed along the path of the track and positioned in order to anchor it to the rest of the scene. When I was satisfied a ‘Snapshot’ was made of the geometry in 3ds MAX to create a single mesh ready for export to Unity. At this point the path deformed sections of track could be deleted as Unity does not recognise the modifier.<br />
<img loading="lazy" decoding="async" class="aligncenter  wp-image-3662" src="https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_05-1-1024x528.jpg" alt="making_of_casa_roller_coaster_05" width="747" height="385" srcset="https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_05-1-1024x528.jpg 1024w, https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_05-1-300x155.jpg 300w, https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_05-1-768x396.jpg 768w, https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_05-1.jpg 1366w" sizes="auto, (max-width: 747px) 100vw, 747px" /><br />
To create the movement of the roller coaster car along the track a 3ds MAX dummy helper was constrained to the path I’d created earlier. This generated starting and ending key frames on the animation timeline. The roller coaster car model was then placed on the track and linked to the dummy helper. It is possible in 3ds Max to have the velocity and banking of the dummy calculated automatically, but I found that this did not give a realistic feel. Instead I controlled both by editing the animation key frames using a camera linked to the dummy for reference. This was time intensive but gave a better result. The city scene, roller coaster and animation were exported as a single FBX which is the preferred import format for 3D geometry in Unity.<br />
<img loading="lazy" decoding="async" class="aligncenter  wp-image-3663" src="https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_06-1-1024x528.jpg" alt="making_of_casa_roller_coaster_06" width="654" height="337" srcset="https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_06-1-1024x528.jpg 1024w, https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_06-1-300x155.jpg 300w, https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_06-1-768x396.jpg 768w, https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_06-1.jpg 1366w" sizes="auto, (max-width: 654px) 100vw, 654px" /><br />
Having completed the track and animated the car it was time to assemble the final scene in Unity. First I generated a terrain using a great plugin called World Composer. This enables you to import satellite imagery and terrain heights from Bing maps to give your backdrops a high degree of realism.<br />
<img loading="lazy" decoding="async" class="aligncenter  wp-image-3664" src="https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_07-1-1024x526.jpg" alt="making_of_casa_roller_coaster_07" width="769" height="395" srcset="https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_07-1-1024x526.jpg 1024w, https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_07-1-300x154.jpg 300w, https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_07-1-768x395.jpg 768w, https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_07-1.jpg 1366w" sizes="auto, (max-width: 769px) 100vw, 769px" /><br />
The urban scene and roller coaster were then imported and a skybox and directional light were added. The scene was completed with various assets from the Unity Asset Store including skyscrapers, roof objects, vehicles, idling characters and a flock of birds.<br />
<img loading="lazy" decoding="async" class="aligncenter  wp-image-3666" src="https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_09-1-1024x526.jpg" alt="making_of_casa_roller_coaster_09" width="787" height="404" srcset="https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_09-1-1024x526.jpg 1024w, https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_09-1-300x154.jpg 300w, https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_09-1-768x395.jpg 768w, https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_09-1.jpg 1366w" sizes="auto, (max-width: 787px) 100vw, 787px" /><br />
To prepare the Oculus Rift integration the OVR camera controller asset from Oculus was placed inside and parented to the roller coaster car. In my initial tests with the Asset Store roller coaster I’d found that OVR camera would drift from the forward facing position. This would disorientate the user and contribute to motion sickness. To prevent it with a quick fix I parented a cube to the front of the roller coaster car, turned off rendering of the cube so it would be invisible, and set the camera controller to follow the cube.<br />
<img loading="lazy" decoding="async" class="aligncenter  wp-image-3667" src="https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_10-1-1024x526.jpg" alt="making_of_casa_roller_coaster_10" width="801" height="411" srcset="https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_10-1-1024x526.jpg 1024w, https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_10-1-300x154.jpg 300w, https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_10-1-768x395.jpg 768w, https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_10-1.jpg 1366w" sizes="auto, (max-width: 801px) 100vw, 801px" /><br />
In order to ensure the best possible virtual experience it is really important to keep the rendered frames per second as high as possible. As the Oculus Rift renders two cameras simultaneously, one for each eye, you need to aim to render 60 fps in Unity so as to ensure the user can expect to experience a frame rate of 30 fps.<br />
In order to achieve this I took advantage of occlusion culling in Unity Pro which prevents objects being rendered when they are outside the camera’s field of view or obscured by other objects.<br />
<img loading="lazy" decoding="async" class="aligncenter  wp-image-3668" src="https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_11-1-1024x526.jpg" alt="making_of_casa_roller_coaster_11" width="777" height="399" srcset="https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_11-1-1024x526.jpg 1024w, https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_11-1-300x154.jpg 300w, https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_11-1-768x395.jpg 768w, https://www.digitalurban.org/wp-content/uploads/2014/08/making_of_casa_roller_coaster_11-1.jpg 1366w" sizes="auto, (max-width: 777px) 100vw, 777px" /><br />
I also baked the shadows for all static objects in the scene to save them as textures which saves the processor calculating them dynamically. The only objects casting dynamic shadows are the roller coaster car and animated characters.<br />
Finally two simple java scripts were added. The first would start the roller coaster and <img loading="lazy" decoding="async" class="alignright wp-image-3669 size-full" src="https://www.digitalurban.org/wp-content/uploads/2014/08/uclprovost3-1.jpg" alt="uclprovost3" width="460" height="340" srcset="https://www.digitalurban.org/wp-content/uploads/2014/08/uclprovost3-1.jpg 460w, https://www.digitalurban.org/wp-content/uploads/2014/08/uclprovost3-1-300x222.jpg 300w" sizes="auto, (max-width: 460px) 100vw, 460px" />play a roller coaster sound file upon pressing the ‘S’ key. The second closed the roller coaster application upon pressing the ‘Esc’ key.<br />
The reception of the CASA Urban Roller Coaster ride at Grand Designs Live was fantastic and I’m really pleased to have participated. It was a great project to work on and an excellent opportunity to learn new techniques in 3ds MAX and Unity. Having my first VR roller coaster under my belt I’m looking forward to building another truly terrifying one when I get the time, hopefully for the Oculus Rift DK2 which has just arrived at CASA.<br />
On a last note I’d like to thank Tom Hoffman of Lake Earie Digital whose excellent YouTube tutorials on creating roller coasters in 3ds MAX provided a great guide through the most difficult part of this challenging project.<br />
You can follow Oliver&#8217;s latest work at  <a href="http://virtualarchitectures.wordpress.com/">http://virtualarchitectures.wordpress.com/</a>&#8230;..</p>
<p>The post <a href="https://www.digitalurban.org/blog/2014/08/26/the-making-of-the-casa-oculus-rift-urban-roller-coaster/">The Making of the CASA Oculus Rift Urban Roller Coaster</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
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					<wfw:commentRss>https://www.digitalurban.org/blog/2014/08/26/the-making-of-the-casa-oculus-rift-urban-roller-coaster/feed/</wfw:commentRss>
			<slash:comments>2</slash:comments>
		
		
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		<title>Augmented Reality City Table Top &#8211; Unity, CityEngine and Vufoira</title>
		<link>https://www.digitalurban.org/blog/2013/04/24/augmented-reality-city-table-top-unity-cityengine-and-vufoira/</link>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Wed, 24 Apr 2013 15:00:24 +0000</pubDate>
				<category><![CDATA[3D Modelling]]></category>
		<category><![CDATA[Architectural Visualisation]]></category>
		<category><![CDATA[augmented reality]]></category>
		<category><![CDATA[cityengine]]></category>
		<category><![CDATA[ESRI]]></category>
		<category><![CDATA[Unity]]></category>
		<category><![CDATA[Vuforia]]></category>
		<guid isPermaLink="false">http://www.digitalurban.org/?p=3333</guid>

					<description><![CDATA[<p>The Vuforia AR Extension for Unity allows developers to build AR apps using the cross-platform game engine &#8211; Unity. Working with both the free and pro versions of Unity, Vuforia is not...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2013/04/24/augmented-reality-city-table-top-unity-cityengine-and-vufoira/">Augmented Reality City Table Top &#8211; Unity, CityEngine and Vufoira</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>The <a href="https://developer.vuforia.com/">Vuforia AR Extension</a> for Unity allows developers to build AR apps using the cross-platform game engine &#8211; Unity. Working with both the free and pro versions of Unity, Vuforia is not only free it is also one of the best out there in terms of tracking and image based tagging.<br />
<div id="attachment_3335" style="width: 687px" class="wp-caption aligncenter"><a href="https://www.digitalurban.org/wp-content/uploads/2013/04/ARCity-1.png"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-3335" class=" wp-image-3335 " alt="Table Top AR City" src="https://www.digitalurban.org/wp-content/uploads/2013/04/ARCity-1.png" width="677" height="393" srcset="https://www.digitalurban.org/wp-content/uploads/2013/04/ARCity-1.png 967w, https://www.digitalurban.org/wp-content/uploads/2013/04/ARCity-1-300x174.png 300w, https://www.digitalurban.org/wp-content/uploads/2013/04/ARCity-1-768x446.png 768w" sizes="auto, (max-width: 677px) 100vw, 677px" /></a><p id="caption-attachment-3335" class="wp-caption-text">Table Top AR City</p></div>
Running on either iOS/Android or direct via a webcam it allows the integration of other Unity assets into scenes. As such you can create a table top digital city complete with agents all linked to an image based marker and running as a native iOS app:<br />
<center><iframe loading="lazy" src="http://www.youtube.com/embed/IY07EWow1oE" height="360" width="640" allowfullscreen="" frameborder="0"></iframe></center><br />
We will be exploring this further over coming weeks, it opens up a lot of possibilities for augmenting city models (and office desks) with urban data visualisations via custom made iOS/Android apps&#8230;.</p>
<p>The post <a href="https://www.digitalurban.org/blog/2013/04/24/augmented-reality-city-table-top-unity-cityengine-and-vufoira/">Augmented Reality City Table Top &#8211; Unity, CityEngine and Vufoira</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
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		<item>
		<title>Lumion 3 &#8211; ESRI CityEngine and Autodesk 3D Max</title>
		<link>https://www.digitalurban.org/blog/2013/04/11/lumion-3-esri-cityengine-and-autodesk-3d-max/</link>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Thu, 11 Apr 2013 09:35:39 +0000</pubDate>
				<category><![CDATA[Architectural Visualisation]]></category>
		<category><![CDATA[3D Max]]></category>
		<category><![CDATA[cityengine]]></category>
		<category><![CDATA[lumion]]></category>
		<guid isPermaLink="false">http://www.digitalurban.org/?p=3302</guid>

					<description><![CDATA[<p>Lumion is one of the best rapid visualisation systems out there for architectural style rendering. Its ease of use and ability to create scenes complete with advanced sky and lighting effects make...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2013/04/11/lumion-3-esri-cityengine-and-autodesk-3d-max/">Lumion 3 &#8211; ESRI CityEngine and Autodesk 3D Max</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Lumion is one of the best rapid visualisation systems out there for architectural style rendering. Its ease of use and ability to create scenes complete with advanced sky and lighting effects make it perfect for urban visualisation. With the release of version 3 we thought we would take the free version for a test run.<br />
<div id="attachment_3304" style="width: 553px" class="wp-caption aligncenter"><a href="https://www.digitalurban.org/wp-content/uploads/2013/04/Screen-Shot-2013-04-11-at-09.46.19-1.png"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-3304" class=" wp-image-3304  " alt="Lumion 3 fbx Import" src="https://www.digitalurban.org/wp-content/uploads/2013/04/Screen-Shot-2013-04-11-at-09.46.19-1-1024x502.png" width="543" height="266" /></a><p id="caption-attachment-3304" class="wp-caption-text">Lumion 3 fbx Import</p></div>
The scene below was created using a mix of CityEngine by ESRI and Autodesk&#8217;s 3D Studio Max, exported via .fbx. The movie took 8hrs to render at 1080p, 30 frames per second and depth of focus / advanced sky effects:<br />
<center><iframe loading="lazy" src="http://www.youtube.com/embed/9CuaJ1MnjL0" height="360" width="640" allowfullscreen="" frameborder="0"></iframe></center>Lumion 3.0 has notably changed its watermarking on any output &#8211; the Lumion Free Not for Commercial Use is not easy to mistake, this is a change to the previous version that had a small banner in the top left hand corner. We can see the reasons why &#8211; the previous version could simply be cropped to take out the water mark &#8211; but as its on screen the whole time, even in the editor, it does make the work flow painful on the eyes.<br />
With the addition of new video textures, updated sky effects, global illumination and new models <a title="Lumion" href="http://lumion3d.com/">Lumion </a>is well worth a look&#8230;<br />
&nbsp;</p>
<p>The post <a href="https://www.digitalurban.org/blog/2013/04/11/lumion-3-esri-cityengine-and-autodesk-3d-max/">Lumion 3 &#8211; ESRI CityEngine and Autodesk 3D Max</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
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		<title>3DMax 2014 &#8211; Populate  &#8211; Rapid Crowds in 3D Scenes</title>
		<link>https://www.digitalurban.org/blog/2013/04/09/3dmax-2014-populate-rapid-crowds-in-3d-scenes-2/</link>
					<comments>https://www.digitalurban.org/blog/2013/04/09/3dmax-2014-populate-rapid-crowds-in-3d-scenes-2/#comments</comments>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Tue, 09 Apr 2013 09:21:14 +0000</pubDate>
				<category><![CDATA[3D Max]]></category>
		<category><![CDATA[3D Modelling]]></category>
		<category><![CDATA[Architectural Visualisation]]></category>
		<category><![CDATA[Populate]]></category>
		<guid isPermaLink="false">http://www.digitalurban.org/?p=3283</guid>

					<description><![CDATA[<p>Regular readers will know that we are big fans of 3D Max here at digital urban. The up and coming 2014 version has a notable feature for anyone interested in urban...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2013/04/09/3dmax-2014-populate-rapid-crowds-in-3d-scenes-2/">3DMax 2014 &#8211; Populate  &#8211; Rapid Crowds in 3D Scenes</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Regular readers will know that we are big fans of 3D Max here at digital urban. The up and coming 2014 version has a notable feature for anyone interested in urban visualisation &#8211; the ability to add crowds to scenes.<br />
<div id="attachment_3284" style="width: 786px" class="wp-caption aligncenter"><a href="https://www.digitalurban.org/wp-content/uploads/2013/04/Screen-Shot-2013-04-09-at-10.08.18-1.png"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-3284" class=" wp-image-3284 " alt="Example Screen Grab of Populate in 3D Max 2014" src="https://www.digitalurban.org/wp-content/uploads/2013/04/Screen-Shot-2013-04-09-at-10.08.18-1-1024x420.png" width="776" height="318" /></a><p id="caption-attachment-3284" class="wp-caption-text">Example Screen Grab of Populate in 3D Max 2014</p></div>
One of our uses of 3D Max is for agent based modelling, specifically using the Crowd and Delegate System &#8211; see (<a href="http://www.digitalurban.org/2012/02/data-space-agent-based-models-sketchup.html">ABM, SketchUp, ArcGIS and Lumion</a> for an example movie). The addition of crowds however has always proved more difficult, especially directly within 3D Max. The new Populate section of 3D Max 2014 aims to address this and it looks impressive, the movie below provides an insight:<br />
<center><iframe loading="lazy" src="http://www.youtube.com/embed/YwCrUaqax70" height="360" width="640" allowfullscreen="" frameborder="0"></iframe></center>3D MAx 2014 should be released anytime soon (we cant seem to track down an exact date), as ever all students get free access and we will be integrating Populate into our <a title="Masters ASAV" href="http://www.digitalurban.org/masters">Masters Degree</a> next year&#8230;</p>
<p>The post <a href="https://www.digitalurban.org/blog/2013/04/09/3dmax-2014-populate-rapid-crowds-in-3d-scenes-2/">3DMax 2014 &#8211; Populate  &#8211; Rapid Crowds in 3D Scenes</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
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		<title>404 Festival Taiwan 2010 Viz</title>
		<link>https://www.digitalurban.org/blog/2010/11/19/404-festival-taiwan-2010-viz/</link>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Fri, 19 Nov 2010 16:10:00 +0000</pubDate>
				<category><![CDATA[Architectural Visualisation]]></category>
		<guid isPermaLink="false">http://digitalurban.net/?p=912</guid>

					<description><![CDATA[<p>The 404 Festival Taiwan 2010 / Official Spot film investigates the genesis of a world created from information where success and failure becomes layered into an evolving urban landscape: 404...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2010/11/19/404-festival-taiwan-2010-viz/">404 Festival Taiwan 2010 Viz</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>The 404 Festival Taiwan 2010 / Official Spot film investigates the genesis of a world created from information where success and failure becomes layered into an evolving urban landscape:</p>
<p><center><iframe loading="lazy" frameborder="0" height="360" src="http://player.vimeo.com/video/16901107" width="640"></iframe><a href="http://vimeo.com/16901107">404 Festival Taiwan 2010 / Official Spot</a> from <a href="http://vimeo.com/festival404">404 Festival</a> on <a href="http://vimeo.com/">Vimeo</a>.</p>
<div style="text-align: left;"><span style="font-family: Arial;">Created by <a href="http://www.niceshoes.com/">Nice Shoes</a>, and in their own words &#8211; the city is not designed through intentional desires, but rather by the proliferation of ideas and thus equating failure with success, each becomes their own thread in a tapestry of an evolving construct. </span></div>
<div style="text-align: left;"><span style="font-family: Arial;"><br /></span></div>
<div style="text-align: left;"><span><span>We are not sure what that means either, but the visualisation is impressive as is the soundscape created for the clip. We do not often delve into sound here at digital urban, but this clip needs headphones, the spatial separation and mix are notable.</span></span></div>
<div style="text-align: left;"><span style="font-family: Arial;"><br /></span></div>
<div style="text-align: left;"><span style="font-family: Arial;">The 404 at the end is also rather lovely&#8230;</span></div>
<p></center></p>
<p>The post <a href="https://www.digitalurban.org/blog/2010/11/19/404-festival-taiwan-2010-viz/">404 Festival Taiwan 2010 Viz</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
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		<title>404 Festival Taiwan 2010 Viz</title>
		<link>https://www.digitalurban.org/blog/2010/11/19/404-festival-taiwan-2010-viz-2/</link>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Fri, 19 Nov 2010 16:10:00 +0000</pubDate>
				<category><![CDATA[Architectural Visualisation]]></category>
		<guid isPermaLink="false">http://digitalurban.net/?p=912</guid>

					<description><![CDATA[<p>The 404 Festival Taiwan 2010 / Official Spot film investigates the genesis of a world created from information where success and failure becomes layered into an evolving urban landscape: 404...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2010/11/19/404-festival-taiwan-2010-viz-2/">404 Festival Taiwan 2010 Viz</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>The 404 Festival Taiwan 2010 / Official Spot film investigates the genesis of a world created from information where success and failure becomes layered into an evolving urban landscape:</p>
<p><center><iframe loading="lazy" frameborder="0" height="360" src="http://player.vimeo.com/video/16901107" width="640"></iframe><a href="http://vimeo.com/16901107">404 Festival Taiwan 2010 / Official Spot</a> from <a href="http://vimeo.com/festival404">404 Festival</a> on <a href="http://vimeo.com/">Vimeo</a>.</p>
<div style="text-align: left;"><span style="font-family: Arial;">Created by <a href="http://www.niceshoes.com/">Nice Shoes</a>, and in their own words &#8211; the city is not designed through intentional desires, but rather by the proliferation of ideas and thus equating failure with success, each becomes their own thread in a tapestry of an evolving construct. </span></div>
<div style="text-align: left;"><span style="font-family: Arial;"><br /></span></div>
<div style="text-align: left;"><span><span>We are not sure what that means either, but the visualisation is impressive as is the soundscape created for the clip. We do not often delve into sound here at digital urban, but this clip needs headphones, the spatial separation and mix are notable.</span></span></div>
<div style="text-align: left;"><span style="font-family: Arial;"><br /></span></div>
<div style="text-align: left;"><span style="font-family: Arial;">The 404 at the end is also rather lovely&#8230;</span></div>
<p></center></p>
<p>The post <a href="https://www.digitalurban.org/blog/2010/11/19/404-festival-taiwan-2010-viz-2/">404 Festival Taiwan 2010 Viz</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
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		<title>Architectural Viz: Transitions between Real and Virtual, Shopping City Sued</title>
		<link>https://www.digitalurban.org/blog/2010/11/19/architectural-viz-transitions-between/</link>
					<comments>https://www.digitalurban.org/blog/2010/11/19/architectural-viz-transitions-between/#comments</comments>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Fri, 19 Nov 2010 10:06:00 +0000</pubDate>
				<category><![CDATA[Architectural Visualisation]]></category>
		<guid isPermaLink="false">http://digitalurban.net/?p=913</guid>

					<description><![CDATA[<p>Produced by Telegram71 and commisioned by Atp Architekten Ingenieure, the video below shows a possible future renovation of the Shopping City Sued, a shopping mall extending for nearly 2 km...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2010/11/19/architectural-viz-transitions-between/">Architectural Viz: Transitions between Real and Virtual, Shopping City Sued</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Produced by <a href="http://www.telegram71.com/">Telegram71</a> and  commisioned by Atp Architekten Ingenieure, the video below shows a possible future renovation of the Shopping City Sued, a shopping mall extending for nearly 2 km in the periphery of Vienna. The insertion of 3d modeled and rendered sequences into on site shootings gives a clear idea of the transition between the actual stage and the future development:</p>
<p><center><object height="385" width="640"><param name="movie" value="http://www.youtube.com/v/9C0JSP_zF4U?fs=1&#038;hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/9C0JSP_zF4U?fs=1&#038;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object></center></p>
<p>Central to the visualisation are the transitions between real world and rendered, we especially like the staircase sequence 3 minutes into the clip. Its not easy to make a clip based around a shopping centre interesting, but Telegram71 seem to of pulled it off.</p>
<p>Head over to <a href="http://www.telegram71.com/">http://www.telegram71.com/</a> for more examples.</p>
<p>The post <a href="https://www.digitalurban.org/blog/2010/11/19/architectural-viz-transitions-between/">Architectural Viz: Transitions between Real and Virtual, Shopping City Sued</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
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		<title>Architectural Viz: Transitions between Real and Virtual, Shopping City Sued</title>
		<link>https://www.digitalurban.org/blog/2010/11/19/architectural-viz-transitions-between-2/</link>
					<comments>https://www.digitalurban.org/blog/2010/11/19/architectural-viz-transitions-between-2/#comments</comments>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Fri, 19 Nov 2010 10:06:00 +0000</pubDate>
				<category><![CDATA[Architectural Visualisation]]></category>
		<guid isPermaLink="false">http://digitalurban.net/?p=913</guid>

					<description><![CDATA[<p>Produced by Telegram71 and commisioned by Atp Architekten Ingenieure, the video below shows a possible future renovation of the Shopping City Sued, a shopping mall extending for nearly 2 km...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2010/11/19/architectural-viz-transitions-between-2/">Architectural Viz: Transitions between Real and Virtual, Shopping City Sued</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Produced by <a href="http://www.telegram71.com/">Telegram71</a> and  commisioned by Atp Architekten Ingenieure, the video below shows a possible future renovation of the Shopping City Sued, a shopping mall extending for nearly 2 km in the periphery of Vienna. The insertion of 3d modeled and rendered sequences into on site shootings gives a clear idea of the transition between the actual stage and the future development:</p>
<p><center><object height="385" width="640"><param name="movie" value="http://www.youtube.com/v/9C0JSP_zF4U?fs=1&#038;hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/9C0JSP_zF4U?fs=1&#038;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object></center></p>
<p>Central to the visualisation are the transitions between real world and rendered, we especially like the staircase sequence 3 minutes into the clip. Its not easy to make a clip based around a shopping centre interesting, but Telegram71 seem to of pulled it off.</p>
<p>Head over to <a href="http://www.telegram71.com/">http://www.telegram71.com/</a> for more examples.</p>
<p>The post <a href="https://www.digitalurban.org/blog/2010/11/19/architectural-viz-transitions-between-2/">Architectural Viz: Transitions between Real and Virtual, Shopping City Sued</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
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			<slash:comments>3</slash:comments>
		
		
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		<title>deformations</title>
		<link>https://www.digitalurban.org/blog/2010/04/10/deformations/</link>
					<comments>https://www.digitalurban.org/blog/2010/04/10/deformations/#comments</comments>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Sat, 10 Apr 2010 17:18:00 +0000</pubDate>
				<category><![CDATA[Architectural Visualisation]]></category>
		<category><![CDATA[Blender]]></category>
		<guid isPermaLink="false">http://digitalurban.net/?p=1061</guid>

					<description><![CDATA[<p>Viralata produced the movie below as a test working on 3D architectural design with Blender.He started to study how to use modifiers to get a shape that adapts automatically to...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2010/04/10/deformations/">deformations</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><a href="http://vimeo.com/viralata">Viralata</a> produced the movie below as a test working on 3D architectural design with Blender.He started to study how to use modifiers to get a shape that adapts  automatically to the floors, adding the ability to &#8220;sculpt&#8221; the building easily  and see the result.</p>
<p><center><object height="338" width="601"><param name="allowfullscreen" value="true"><param name="allowscriptaccess" value="always"><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=10351637&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=1&#038;show_portrait=0&#038;color=00ADEF&#038;fullscreen=1"><embed src="http://vimeo.com/moogaloop.swf?clip_id=10351637&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=1&#038;show_portrait=0&#038;color=00ADEF&#038;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" height="338" width="601"></embed></object><a href="http://vimeo.com/10351637">déformations</a> from <a href="http://vimeo.com/viralata">Viralata</a> on <a href="http://vimeo.com/">Vimeo</a>.</center><br />The music is from Nikila:<a href="http://www.jamendo.com/fr/artist/nikila" rel="nofollow noopener" target="_blank"> jamendo.com/fr/artist/nikila</a></p>
<p>Despite only being a test, we rather like it&#8230;</p>
<p>The post <a href="https://www.digitalurban.org/blog/2010/04/10/deformations/">deformations</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
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		<title>deformations</title>
		<link>https://www.digitalurban.org/blog/2010/04/10/deformations-2/</link>
					<comments>https://www.digitalurban.org/blog/2010/04/10/deformations-2/#comments</comments>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Sat, 10 Apr 2010 17:18:00 +0000</pubDate>
				<category><![CDATA[Architectural Visualisation]]></category>
		<category><![CDATA[Blender]]></category>
		<guid isPermaLink="false">http://digitalurban.net/?p=1061</guid>

					<description><![CDATA[<p>Viralata produced the movie below as a test working on 3D architectural design with Blender.He started to study how to use modifiers to get a shape that adapts automatically to...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2010/04/10/deformations-2/">deformations</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><a href="http://vimeo.com/viralata">Viralata</a> produced the movie below as a test working on 3D architectural design with Blender.He started to study how to use modifiers to get a shape that adapts  automatically to the floors, adding the ability to &#8220;sculpt&#8221; the building easily  and see the result.</p>
<p><center><object height="338" width="601"><param name="allowfullscreen" value="true"><param name="allowscriptaccess" value="always"><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=10351637&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=1&#038;show_portrait=0&#038;color=00ADEF&#038;fullscreen=1"><embed src="http://vimeo.com/moogaloop.swf?clip_id=10351637&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=1&#038;show_portrait=0&#038;color=00ADEF&#038;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" height="338" width="601"></embed></object><a href="http://vimeo.com/10351637">déformations</a> from <a href="http://vimeo.com/viralata">Viralata</a> on <a href="http://vimeo.com/">Vimeo</a>.</center><br />The music is from Nikila:<a href="http://www.jamendo.com/fr/artist/nikila" rel="nofollow noopener" target="_blank"> jamendo.com/fr/artist/nikila</a></p>
<p>Despite only being a test, we rather like it&#8230;</p>
<p>The post <a href="https://www.digitalurban.org/blog/2010/04/10/deformations-2/">deformations</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
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