SceneCity ⛫


(vertstream) #1021

Thanks very much pillchan. Thats perfect. All the best

(eVo.PerfecT) #1022

[ASK :: Texture], i try this suicidator [free],i rendered the city and the texture is fine, when i reopen the file, the texture is gone… result of rendered just 1 colour…
how to solve this problem ??

*sorry my english too bad… =_=

(Arnaud Couturier) #1023

Sorry for the late reply.
Yes, it happens sometimes, I’m not sure why…
You can keep all the texture files in the .blend file, and it should fix it: file -> external data -> pack into blend file

(jazzroy) #1024

hi piiichan, I’m testing the version 0.6 but there’s some problems:

  • first is a java error (different from others, java is detected and working but cannot write prefs root node), I attach the screenshot,
  • second is time: I’m on a i7 and the basic 500m2 of low detail city of the free version is still in calculation after 30 minutes!! 1% of progress per minute, more or less…
    I need to create a city landscape of 4 square kms so I would buy the pro version but if generation will take 20 hours each attempt it’s going to be useless.
    so, is it normal?

(Arnaud Couturier) #1025

Hello, someone sent me the exact same error one week ago. He/she did not reply to my questions to find out what could be the cause, but I’ve never seen nor heard about this one before. What OS are you using ? And have you got the full administrative rights ?

In the screenshot, the city is done (the top bar), it’s just the memory usage bar that stays at 52% (which is good, lower is better). It did confuse a few people, so I’ll make the memory thingy more separate from the main progress bar next time.
Large cities should take less than 30 seconds on a modern machine, it’s more a matter of memory.

Please let me know if something’s unclear :slight_smile:

(jazzroy) #1026

thanks for your quick answer on sunday!
so, it seems it’s working right now.
I’m on Windows 8 and I re-run Blender as Administrator: everything worked fine and the small portion of city was generated in 5 seconds.
The second progress bar is really ambiguous, because it keeps growing at a slow rate.

Going to buy PRO version now.

(jazzroy) #1027

testing PRO version… I’m having difficulties in getting a city-like density.
My density map has a gradial blur shape, quite simple for checking the results, but streets are dense 'til the boundaries, and changing density map doesn’t change the number of buildings!
Also I point out some useful upgrades:

  • more control on streets network: manhattan and paris are too limited they should be variable and we shuld have chances of porting bitmaps or vector drawings
  • more control on buildings: we should have some parameters to define the various kinds and also loading custom models.
  • presets: saving a preconfigured city would be useful.

(Kozak) #1028

Help! Blender does not see the folder suicidator_city_generator_0_5_7_Free.

(Marco_105) #1029

Hi, I would like to know about the rendering. When i create a new file and run the SCG all is ok and rendering quite fast. Close the .blend file, reopen it and sometime rendering come to increase very high, don’t know if it’s blender probs or anythings else…

Run on W7 x64 - rendering with BL internal and Sun lamp with shadow.

(Arnaud Couturier) #1030

Riccardo, yes currently the density map only works for the buildings, not for the streets. First the streets are generated, then the buildings are placed along them, and only then is the pop map checked. So this is inconvenient I agree.

Thank you for your valuable feedback. These ideas are already on the todo list, but I’m still grateful you take the time to tell me what you need.

(Arnaud Couturier) #1031

Kozak, you should check the page with its comments here, they might help you.

(Arnaud Couturier) #1032

Hi Marco, I have replied to your email, if it’s really you, otherwise I can reply to you here :slight_smile:

(Marco_105) #1033

Yes that’s same question i send by email, thank you.

(AlucardJay) #1034

Is there any definitive answer for how to export the generated city with textures intact?

When the blend file is saved in a Unity project, there are only 3 materials generated. But when I look in Blender, there are 14 textures applied to the city part alone. In my tmp folder, there are 47 textures that need to be applied …

In this whole thread, the only information I have found is :

You can keep all the texture files in the .blend file, and it should fix it: file -> external data -> pack into blend file

This has no effect for keeping the textures applied in Unity. Another comment :

A more advanced option is to bake the textures in Blender, then use those baked textures in Unity. For that you’ll have to select the city mesh, assign it a new UV image (it’s already unwrapped for you) and bake it from the render options in Blender. If you’ve never done it before, I suggest you look for a tutorial about it. It’s not hard, but there are some steps.

While this is probably the answer I need, after hours of watching video tutorials I still have no idea how to do this.

Where can I learn what buttons to press, tabs to click, and things to create?

Can someone please give a step-by-step method for exporting and importing the generated city into Unity with all of the textures intact?

(Arnaud Couturier) #1035

SCG 0.5 (the current version) was never intended to make export to Unity (or other engines) easy. It was made for rendering inside Blender, with the internal renderer.

It’s in the plans (SCG 0.6 and above) to make the workflow easier to export the cities to Unity. It’s a commonly requested feature, and it’s something I’d also like to have myself.

In the meantime, what you’re asking would require a whole tutorial. All we can do is give you the directions, but you already have them since you did a good job at searching this thread. If you know how to bake textures, and then export the simpler resulting material to Unity, then you’re done.

(JodyHighroller) #1036

Hello, is it possible to generate a city where everything’s parallel on a grid rather than generate square and rectangular buildings which are all facing random directions?

Also, is it possible to convert a blender object into a collection of, for example, 1x1CM cubes? I’m trying to use the city generator to create a sort of schematic that I can copy and use to create something out of wooden blocks in real life.

I’m a total newbie to Blender but I did purchase the full version of your generator. Any tips/advice to point me in the right direction (pun not intended) on this would be much appreciated.


(Arnaud Couturier) #1037


  1. the very next version will have parallel cities

  2. I guess what you’re asking for is if it’s possible to use custom meshes/objects for the buildings. Right now, it’s not particularly easy, I’ll make that possible for the next versions, because it’s very important to have

If you have more questions, feel free to ask :slight_smile:

(Aenima) #1038

Hi piichan. I try to work again with suicidator but the script allways eat all of the maximum avaible memory or just quits after i hit exit.
With default settings the generation process ends normally but Blender crashes. If any hidetail building in the setting scg runs out of memory. I try several settings up to 2048MB but no luck.

No materials, no streets or terrain, 500sm city size.


Blender 2.71 (sub 0), Commit date: 2014-06-25 18:36, Hash 9337574

Traceback (most recent call last):
File “/Users/xxxx/Library/Application Support/Blender/2.71/scripts/addons/suicidator_city_generator_0_5_6_Full/”, line 371, in execute
file, pathname, description = imp.find_module(‘SCG_output’, [])
File “/Applications/Blender-2.71/”, line 297, in find_module
raise ImportError(_ERR_MSG.format(name), name=name)
ImportError: No module named ‘SCG_output’

location: <unknown location>:-1


bpy.ops.object.select_all(action=‘DESELECT’) # Operator
bpy.context.scene.SCG_java_heap_max_size = 512 # Property


0 blender 0x0000000100144bf7 blender_crash_handler_backtrace + 71
1 blender 0x0000000100144794 blender_crash_handler + 644
2 libsystem_platform.dylib 0x00007fff8ea4a5aa _sigtramp + 26
3 ??? 0x00007fff6c5e608a 0x0 + 140735011512458
4 blender 0x00000001007e4748 BKE_mesh_recalc_tessellation + 104
5 blender 0x00000001007e091c BKE_mesh_tessface_calc + 76
6 blender 0x000000010027a715 ED_mesh_update + 133
7 blender 0x00000001005e14d8 RNA_function_call + 24
8 blender 0x0000000100aa48b7 pyrna_func_call + 1911
9 blender 0x00000001017f86a7 PyObject_Call + 103
10 blender 0x00000001018a5cbb PyEval_EvalFrameEx + 19659
11 blender 0x00000001018a990f fast_function + 207
12 blender 0x00000001018a5abe PyEval_EvalFrameEx + 19150
13 blender 0x00000001018a0e34 PyEval_EvalCodeEx + 2356
14 blender 0x00000001018a04ef PyEval_EvalCode + 63
15 blender 0x000000010189dc88 builtin_exec + 536
16 blender 0x00000001018a67f8 PyEval_EvalFrameEx + 22536
17 blender 0x00000001018a0e34 PyEval_EvalCodeEx + 2356
18 blender 0x00000001018a9985 fast_function + 325
19 blender 0x00000001018a5abe PyEval_EvalFrameEx + 19150
20 blender 0x00000001018a990f fast_function + 207
21 blender 0x00000001018a5abe PyEval_EvalFrameEx + 19150
22 blender 0x00000001018a990f fast_function + 207
23 blender 0x00000001018a5abe PyEval_EvalFrameEx + 19150
24 blender 0x00000001018a990f fast_function + 207
25 blender 0x00000001018a5abe PyEval_EvalFrameEx + 19150
26 blender 0x00000001018a990f fast_function + 207
27 blender 0x00000001018a5abe PyEval_EvalFrameEx + 19150
28 blender 0x00000001018a0e34 PyEval_EvalCodeEx + 2356
29 blender 0x00000001018a9985 fast_function + 325
30 blender 0x00000001018a5abe PyEval_EvalFrameEx + 19150
31 blender 0x00000001018a990f fast_function + 207
32 blender 0x00000001018a5abe PyEval_EvalFrameEx + 19150
33 blender 0x00000001018a0e34 PyEval_EvalCodeEx + 2356
34 blender 0x000000010181ab95 function_call + 373
35 blender 0x00000001017f86a7 PyObject_Call + 103
36 blender 0x0000000100aa61cd bpy_class_call + 1069
37 blender 0x000000010070c065 operator_execute + 117
38 blender 0x0000000100150146 wm_operator_invoke + 358
39 blender 0x000000010014af52 wm_operator_call_internal + 514
40 blender 0x0000000100467771 ui_apply_but_funcs_after + 273
41 blender 0x000000010046b637 ui_handler_region_menu + 311
42 blender 0x000000010014f5ac wm_handlers_do_intern + 764
43 blender 0x000000010014c919 wm_handlers_do + 25
44 blender 0x000000010014c02a wm_event_do_handlers + 1290
45 blender 0x00000001001478d0 WM_main + 32
46 blender 0x00000001001437ba main + 1514
47 blender 0x0000000100002034 start + 52

(Arnaud Couturier) #1039

Hello Aenima,

first, you’re using SCG 0.5.6, it’s an old version, I think it doesn’t work with Blender 2.71. You should be using SCG 0.5.7. Send me an email if you don’t have it yet.

Your issue is odd: java says it ran out of memory, even though it’s only using 10% of the available memory, and you said your city is only 500m². Do you have enough memory left (RAM) on your operating system ?

Also, what is you java version ? And is it 64 bit ?

(Aenima) #1040

Im on mac 64 bit java 6.65. SCG says java ok. I think the amount of physical ram no matters. SCG runs out of memory at the building generate stage regardless of the memory settings but i think 16Gigs enough.