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Procedural City Generator – OmniScape ilanı için 1. medya
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Generate cities, towns, villages, and ruins that look hand-placed — in minutes, from one panel.

TRY IT FOR FREE HERE (+ AI OmniScape Assistant): OmniScape Studio | 📺 Demo Video | 💬 Discord

  • OmniScape is a procedural settlement generator built for cinematic artists, virtual production teams, and indie devs.

  • One panel, live preview, no node graphs, no PCG headaches.

  • Tune layout, buildings, roads, walls, and ambient detail until it reads right, then Generate and Save to Level.

LAYOUTS THAT ACTUALLY LOOK DIFFERENT

Five named generation patterns, each with its own visual signature:

• Radial — concentric rings around a center; capitals, temples, fortified cores
• Voronoi — organic district shapes that read as old-city neighbourhoods naturally
• Perlin — soft, noise-driven sprawl for villages and frontier settlements
• Axial — grid-aligned blocks for modern or planned towns (optional parallel grid)
• Organic — irregular, hand-placed-looking groupings for ruins, hamlets, and camps

Macro districts and semantic zones (residential, market, sacred, civic) give each quarter a coherent role. Buildings, flora, and ambient layers inherit zone tags automatically — visible in the layout preview before you commit.

ATLAS — START FROM A REAL PLACE

Import any city, neighbourhood, or landmark as a layout skeleton. Search by name, drop in an offline .osm or .geojson file, or trace a screenshot into road geometry. Choose how closely generation follows the reference — loose inspiration, guided blend, or faithful match — and scale to real-world size or fit to your settlement bounds.

BUILDINGS, SHAPED THE WAY YOU WANT

Three size tiers (Small / Medium / Large) with full control over density, ratio, rotation, and footprint.
Two placement modes: Cluster (tight, district-like grouping) and Roadside (aligned to the road network).
Edge Density fills gaps between clusters and streets for believable sprawl. Mix tiers per layout for visual variety without manual placement.

ROADS THAT BEHAVE

Hierarchical road network — Arterial, Collector, and Local — each with its own width, mesh, and terrain handling (Level, Follow, or Contour). Automatic intersections, junction cleanup, and clean alignment to building edges. Roads are generated, not painted — change a seed and the whole network rebuilds in seconds.

WALLS, GATES, AND PARTIAL FORTIFICATIONS

Perimeter walls hug irregular site shapes with a concave hull — not just a simple ring. Full or partial coverage, automatic gate placement, corner pillars, and optional towers at the sharpest bends. Medieval keeps, ruined sections, or border outposts — one toggle.

ENVIRONMENT, FOLIAGE, AND ANCHORS

Flora layers scatter vegetation, rock, and debris with density and proximity rules tied to buildings and zones. Volumes and Anchors carve plazas, exclude zones, force key structures, or pin landmarks exactly where the shot needs them. Optional ambient fauna, audio zones, landscape paint bake, and PCG hand-off export for teams that want to push further — all from the same panel.

PRESETS YOU CAN ACTUALLY REUSE

Twelve built-in archetypes — citadels, walled towns, planned grids, hamlets, coastal villages, trading posts, ridge settlements, ruins, and more. Save any configuration as a preset and reapply it across projects. Presets store numbers and toggles, not your mesh lists — build your own library and load the vibe in one click.

BUILT FOR PRODUCTION

• Auto-batched into Hierarchical Instanced Static Meshes (HISMs) for cinematic-scale scenes
• Editor-first workflow — generate, save, cook; zero runtime overhead for shipped games
• Perfectly deterministic — same seed, same output, every time, on any machine
• Authority-aware for runtime generation when you need it
• Full Blueprint API for custom pipelines and automation
• Single codebase supports UE 5.5, 5.6, 5.7, and 5.8

WHO IT'S FOR

Cinematic artists who need a settlement for a shot, not a six-week PCG learning curve. Virtual production teams who need reproducible, deterministic environments across takes. Indie studios who need scale without enterprise complexity. Solo creators who want their world to look right the first time.

Built and supported by a working cinematic artist.

Active Discord, searchable user guide, and fast response on issues.

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