Excellent Addon Pavel Oliva. This is game-changing for the blender community. Thank you for your fantastic work. I will be following you for more updates.
I know Blender isn't Houdini. I know that people will draw comparisons between them because of these types of procedural workflows in Blender. The speed at which Blender is accelerating is pretty remarkable and I cant help but imagine people at Sidefx are paying attention. Look at how far blender has come in just the past few years, imagine what it'll be in the next 5 or 10. Hopefully still free :)
Blender will forever and always be free to use. Its the great thing about open source. The real question is will it still be supported in 10 years, and that does take money Blender is free like a public park is free, someone still has to pay for maintenance. It took me an embarrassingly long time to give back to Blender but I'm happy to do it and happy its not forced.
But the level of Houdini will not be surpassed by Blender anytime soon. Blender is great for beginners and freelancers, but the work Houdini can do is just high level professionalism that no software can touch.....yet.
@Pathetic but harmless I dunno, Cycles X is pretty damn sufficient in every aspect for me, and the modelling is certainly there for me. Same with the shaders.
@@Ehren1337 Hey, Unreal Engine 5 is amazing, but it isn't going to magically negate Blender, in the same way that Blender isn't going to negate other programs. Everything has it's use, and their use is defined by the artists, and what works best for them.
Unbelievable the possibilities you show here, I still can't believe it's all for free. Blender brought me so much joy and inspiration and I have just scratched the surface.
One day, all those deleted cubes will become sentient and rebel against the user! 😂🤣 Again, an excellent episode introducing some really amazing ad-ons! 😍
oh my god, blender is improving at the speed of lighttt - gotta love crowd-sourced development, compare wikipedia vs private encyclopedias. Don't know any private encyclopedias? Yeah, that's why
i dont get the building showing when i open the file, just the setup u show when talking about materials, i try to do the same as u on the video (toggle "realtime") but no exterior building shows.
With Houdini, you can have procedural control inside unreal. You can export entire scene in USD with Material X or MDL materials into unreal from blender, but USD dont support instancing, so you need to make instances real/apply everything as geometry.
The video shows a part, where I use Meshsync addon for Unity for live linking models. Of course you can always apply the modifier and bring the whole building into any engine, but that would generate a lot of unecessary repeated geometry. But Meshsync allows to link instances, so you need only a module once and the rest are isntances. However I nee dto test this workflow more. ... For unreal there is Altermesh plugin, that convert's GN into blueprints (Unreal's equivalent of GN). However I'ev started messing with Altermesh just last weekend, so I need to test the workflow more.
copy the modifier to the OSM buildings, that's it! It should be pretty simple because OSM buildings are imported as one or two meshes with all buildings joined. edit. if you have OSM buildings in an existing project, open it, then right click the Blender icon in the taskbar and press Blender to open another window of Blender, open the buildify project, select all, copy them and head to your existing project and paste them, preferably to a new collection. Then select your OSM buildings, and select the base buildify mesh, press ctrl+L and select Modifiers and that should do the trick!
Can this be used to create the inside of buildings, as well, or is it just for outside scenes? I'm talking about just doing three walls, a ceiling, windows, and doors.
Very cool! any ideas on how to do the streets? Also when bringing it to unreal engine would you recommend exporting as fbx then try to bring in like that? I know Houdini has the building generator tool which is similar to this but you can pack the individual modules to have them instanced in unreal with houdini engine
You can extrude long polygons and slice it up into smaller chunks to make streets. Or duplicate many buildings. Or use OSM. There's a lot of ways thow to make streets with buildify. Also you can make a small GN setup that will create polygons out of the curve and clice it up and apply Buildify on top ;) ... for now I've tested only FBX export, but I wouldnt recomment it to use in production. There's Altermesh plugin for UE that converts GN into blueprints, however I havent tested it with Buildify yet.
I'm brand new to Blender. Is it possible to have a character enter these buildings (punching a hole in the door or something), or are they impenetrable?
I've been trying to 3d print some of these buildings and everytime I put it in slicer it only brings up the base and roof am I doing something wrong or is this a normal problem for slicers
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It's unbelievable, how fast you are! Thank you so much for making a video about Buildify ❤ You are number one!
You're awesome Pavel. This plugin is amazing. Thank you for sharing it with the community.
Incredible work! This looks amazing 🙌
@@AnimatedLines Thank you so much for such worlds ❤
@@MoritzMayerhofer Thank you ^^
Excellent Addon Pavel Oliva. This is game-changing for the blender community. Thank you for your fantastic work. I will be following you for more updates.
I know Blender isn't Houdini. I know that people will draw comparisons between them because of these types of procedural workflows in Blender. The speed at which Blender is accelerating is pretty remarkable and I cant help but imagine people at Sidefx are paying attention. Look at how far blender has come in just the past few years, imagine what it'll be in the next 5 or 10. Hopefully still free :)
True. Their development speed is insane. Let's hope they sty true to their word and it will always remain free.
Blender will forever and always be free to use. Its the great thing about open source. The real question is will it still be supported in 10 years, and that does take money
Blender is free like a public park is free, someone still has to pay for maintenance.
It took me an embarrassingly long time to give back to Blender but I'm happy to do it and happy its not forced.
@@AnimatedLines I'm pretty sure the wat they licensed blender they are legally obligated to keep it free
But the level of Houdini will not be surpassed by Blender anytime soon. Blender is great for beginners and freelancers, but the work Houdini can do is just high level professionalism that no software can touch.....yet.
Pixologic paid attention, so I dont see why Sidefx wouldnt.
Blender getting closer to specialized tools of every kind. The ultimate master key.
@Pathetic but harmless I dunno, Cycles X is pretty damn sufficient in every aspect for me, and the modelling is certainly there for me. Same with the shaders.
@Pathetic but harmless armature is an exaggeration.
move on to unreal engine 5.
@@Ehren1337 Hey, Unreal Engine 5 is amazing, but it isn't going to magically negate Blender, in the same way that Blender isn't going to negate other programs. Everything has it's use, and their use is defined by the artists, and what works best for them.
I like this, as a person who does fantasy/medieval I can’t wait to see more city types
Unbelievable the possibilities you show here, I still can't believe it's all for free. Blender brought me so much joy and inspiration and I have just scratched the surface.
Thanks!
This is insane! I’ve only just started researching using scatter nodes to make simple builds…. This is way more than I could of thought of trying!
One day, all those deleted cubes will become sentient and rebel against the user! 😂🤣
Again, an excellent episode introducing some really amazing ad-ons! 😍
I actually found out where these cubes go. I opened up freecad once and there was a 2m*2m*2m cube there for no obvious reason... 😆
Omg I just finished making a huge city scene, this would’ve been sooo helpful
Same here, doing huge city scenes without any geometry node knowledge/help is just too painful..
Thats why i love blender and its community
God blessed
Thanks for the precious information sir 😊🙏
It’s totally worth learning new skills cause then you get excited and confident to create
OMG, that OSM integration is a huge step to mankind!
Woah... I was hoping for something like this and your Video popped up. Thanks man.
woooow! that addon is just amazing. jaw dropping ... fantastic!
This is absolutely awesome
lol the instancing on blender lol totally!!! 🤣 This was such a cool tutorial - as always!! ❤
Palpatine: ...after all, Coruscant want built in a day.
Buildify: ...hold my Jawa juice.
This is the best channel in the blender community after the guru
mind = blown
especially together with the OSM data. That is just awesome!
Wow, great video!
Looks amazing!!! Thanks for sharing!
Hell yeaaa.... Thanks Anskn.. Sharing is caring, ✊
sweet!
This Guy is the Best when it comes to making Reviews
Thanks for the amazing video!
Dang Blender is so cool. Wish I learned it sooner
oh my god, blender is improving at the speed of lighttt - gotta love crowd-sourced development, compare wikipedia vs private encyclopedias. Don't know any private encyclopedias? Yeah, that's why
So impressive
This is Briliant!!!
Looks so fun
I bought blender osm back 2017 😃 but this geometry node thing is crazy !!!
Very interesting, thx for sharing
This is awesome thanks for letting us know NK
thanks just what i neede
This is truly impressive
Super dope video thank you and….. Who made that intro beat its 🔥🔥😂
Whaaat!!! This is insane!
THANK YOU SO MUCH
Definitely would be interested in a Quixel Unreal engine follow up for using Buildify add on. Thanks for sharing NK!
Amazing addon ! 🧡🤍💙
It would be lovely to have this Geo Nodes graph converted to Geo Script in Unreal for natively creating the buildings.
There's Altermesh plugin for UE exactly for that. Hawever I need to test it with Buildify.
Thank you for this! Super cool video! A+++
I really wish there were a city builder with procedural buildings like this
townscaper
@@viegelmort_ theres no gameplay tho, and id definitely prefer something more realistic over its heavy stylization
Enjoyable and informative video.
Thank you
A new Cities skylines with this mechanic would be so fkn epic!
This is amazing
Ah yes makes me more lazy! time to purchase that lounge chair to place near my desk so I can lay down and build an entire city with my toes.
lol
I fear that with more tools we be making less impressive stuff someday if not already as I think (not everyone.....)
really cool!
This'll definitely make my Assetto Corsa tracks more interesting
this is definately a game changer
Hooooo Yheaaaa !!!! Osm compatible !!!
🤩😍🥰
For all or for blender users?
Wow, amazing.
Is there a buildify-like tool that works in blender 4.0? are there any other new options since you posted this video? Subscribing!
amazing!!!!!!
Medieval/fantasy sets would be awesome…
Very interesting.
Can I just say "Wow!"
Wow 🤩
Man, this is super cool! What's the music at the end of the video?
Tears of joy running down my cheek in slow motion
i dont get the building showing when i open the file, just the setup u show when talking about materials, i try to do the same as u on the video (toggle "realtime") but no exterior building shows.
Did u fix it bro? got the same problem =(
It only seems to work as presented here with Blender 3.2+. After updating from 3.1 to 3.2, it works as shown here.
@@tupaky2370 It only seems to work as presented here with Blender 3.2+. After updating from 3.1 to 3.2, it works as shown here.
@@SkysimAir thanks for replying dudee
@@SkysimAir ty
great video
i hope we get more AI-powered plugins and apps that help save time by doing automatically things for you asap
What if we import the final result in Unreal Engine or Unity ? 🤔
try and find out
With Houdini, you can have procedural control inside unreal. You can export entire scene in USD with Material X or MDL materials into unreal from blender, but USD dont support instancing, so you need to make instances real/apply everything as geometry.
The video shows a part, where I use Meshsync addon for Unity for live linking models. Of course you can always apply the modifier and bring the whole building into any engine, but that would generate a lot of unecessary repeated geometry. But Meshsync allows to link instances, so you need only a module once and the rest are isntances. However I nee dto test this workflow more. ... For unreal there is Altermesh plugin, that convert's GN into blueprints (Unreal's equivalent of GN). However I'ev started messing with Altermesh just last weekend, so I need to test the workflow more.
hype soundtrack
Can you add this to existing an osm buildings? Or will you have to start fresh?
copy the modifier to the OSM buildings, that's it! It should be pretty simple because OSM buildings are imported as one or two meshes with all buildings joined.
edit. if you have OSM buildings in an existing project, open it, then right click the Blender icon in the taskbar and press Blender to open another window of Blender, open the buildify project, select all, copy them and head to your existing project and paste them, preferably to a new collection. Then select your OSM buildings, and select the base buildify mesh, press ctrl+L and select Modifiers and that should do the trick!
This is very cool. But can you use sloping or peaked rooftops with it or are they all flat tops ?
please tell me why there is no project in *open reset*?
...What the actual magic is happening here.
Geometry Nodes!
mind blown
🔥🔥🔥🔥
Can this be used to create the inside of buildings, as well, or is it just for outside scenes? I'm talking about just doing three walls, a ceiling, windows, and doors.
Hello, inside of buildings might come in some of the future updates.
No.
Do the buildings have interiors, or can they at least be made too?
No interiors for now.
awesome... do you know where to buy or download the Desert Houses models? Thanks Buddy!
wow thank you! i
Don't matter how long you take, long as you do it cause you love to
great
is this also workable with floors and stair openings inside the buildings?
Nice, however how can export building geometry of the city?
everything is described in the documentation ;)
Can I use those models for any Comercial stuff?
Very cool! any ideas on how to do the streets?
Also when bringing it to unreal engine would you recommend exporting as fbx then try to bring in like that?
I know Houdini has the building generator tool which is similar to this but you can pack the individual modules to have them instanced in unreal with houdini engine
You can extrude long polygons and slice it up into smaller chunks to make streets. Or duplicate many buildings. Or use OSM. There's a lot of ways thow to make streets with buildify. Also you can make a small GN setup that will create polygons out of the curve and clice it up and apply Buildify on top ;) ... for now I've tested only FBX export, but I wouldnt recomment it to use in production. There's Altermesh plugin for UE that converts GN into blueprints, however I havent tested it with Buildify yet.
I dont have Geometry Nodes 5:48 how fix that?
2:07 what's the shortcut key to extrude?
lol, (E)
When exporting as a FBX, the buildings show up as floating and 2d, how would I fix this? (I'm on 3.2.1)
Hi! When I open the blender file there's no building at all, does anyone know why? it's the latest version of blender
can you make roofs that are not flat?
I don't think it will work with the famous "Paris Hausmmann Style"... Looking forward to try !
0:10 how too Draw bulding?????
I would imagine these buildings could be exported as an STL yes?
Yes, check the documentation ;)
Is this for UE as well?
fuck yes!!! Thanks Nk!
I'm brand new to Blender. Is it possible to have a character enter these buildings (punching a hole in the door or something), or are they impenetrable?
once i buy the basic version of soft soft can i upgrade to producer for 100 dollars or do i have to buy it new for 0?
holy moly :0
I've been trying to 3d print some of these buildings and everytime I put it in slicer it only brings up the base and roof am I doing something wrong or is this a normal problem for slicers
Did you solve this? I think it has something to do with the modifiers being applied, it removes almost all of the mesh.
Does this mean I won't need to purchase CityEngine? How do the two compare?