KludgeCity v2.5… a plan for the future
I’ve started designing the new overall feature-set for Kludge, based on the last year’s worth of experimentation. The purpose moving forward is to create a leaner, more robust, more useful tool in my production context.
So first, to trim the fat:
- I’m removing all interior geometry. I’ve never been happy with the way it worked, and I stumbled on a new approach to window rendering that I’m excited to try out.
- No more balconies. They never looked very realistic, and I’m considering a non-procedural approach to these kinds of facade details
- I’m reducing the number of window options — my production focus now is on creating buildings that would feel comfortable in the 1940s, before the modern skyscraper’s glass-sheet style. I may revisit this, but for now, focus on style is more important.
- Fewer custom options — In v2.5, almost everything will be based on ratios instead of absolute values. The Randomizer will become the main value controller, and every building will be randomized to some degree. Sorry folks, no presets.
- The new KludgeCity will use ONLY two shaders across all buildings… one for windows, and one for the building itself. All other variation will be handled through some other means. I’m working on this now, and I have some promising leads.
- per-face shading is out. Windows and the building’s body will be seperate polygonal objects. This can cause problems such as light bleed, but after a discovering a whole sh*tstorm of issues with component shading, this is a necessary evil.
- the UV variation grid is being reduced to 5*5 — 25 variations of textures and light intensity is more than enough.
- for now, I’m removing the “base floor” layer, until I can come up with a better method.
- KludgeCity will now NEVER provide UVs to anything but the windows — UVing complex geometry with MEL is beyond my ability — after three years of trying, I’ve decided this. However, I will be working on a robust 3d procedural shader that I can use instead.
So, now I’ve figured out what I want to trim down, next, to figure out what I want to add…