In the previous post I've introduced the main features FAID should be build up to. I've also mentioned basic outline of work-flow and briefly described sources I drew my knowledge and inspiration from.
Today I'd like to finish the introduction stuff and pave my way to something more techy.
Why do I think it's a good idea to write FAID as a Blender plugin?
Well, I didn't thought so from beginning. I started from a scratch writing my pure C++ OpenGL application. Soon I was having a pretty long list of decisions to make, or worse, essential stuff I needed to implement but I wasn't interested in doing so;-)
Some examples are:
- vector algebra lib
- GUI lib
- camera and lights
- saving of rendered images
- real-time scene editing
- and many, many others...
Well, there's one more reason. I guess there's bigger chance that somebody will ever use this as a plug-in to their favorite modeling software than some stand alone app with questionable integration into their workflow.
What will FAID be capable of and what would be nice to have?
Essentials of FAID funcionality will be:
- High detailed stone walls build up from stone-like looking elements (unlike those on screenshots from previous post).
- Procedurally generated objects like doors, windows and bars eliminating the artifacts introduced by scaling (because the objects fit perfectly). Other advantage comes from randomness built into the process of object generation which breaks the potential uniformity caused of repeated use of artist premade models.
- Complete building exterior (facades and roof).
- Set of rules for a few basic types of medieval structures employing randomness to provide heterogeneity coming from an other source then just demanded dimensions.
- non rectangular floor-plans
- mosaic pane into windows
- basic inner structure (floors and stairs or ladders to keep whole building connected)
- checking tool for rules of shape grammar
- walls made of other materials than stone
- reducing number of polygons by generating structures faking high polygon look of model such as normal maps
In the next post I'm going to describe the current state of work, so stay tuned!
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| different angle setup for arcs |
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| arcs + walls => simple bridge |
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| simple bridge 2 |



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