Announcing FMX

Founder and CTO Lionel Barret de Nazaris to present "Declarative Cities: Creativity, Productivity, and Automation".

Wednesday, May 6: 11:00 - 12:00, List-Saal, Turm B

Got Questions ?

If you have any questions about Ürban PAD, just get in touch and we'll get back to you shortly – usually within 24 hours.

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Ürban PAD

New Version Available

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The ultimate toolset to bring diversity and details to your virtual game world

Ürban PAD is the smarter, easier, more efficient way to create cities for games. It's a complete Toolchain that uses procedural technologies to create cities faster without ever sacrificing editability.

A complete toolchain with two independent but smoothly integrated stages :

Main benefits

Ürban PAD provides five major advantages over manual city creation:

  • Fast City Creation

    PAD places objects 500 times quicker than a human operator

  • Full Editability

    PAD lets you manually edit everything at any stage of the process

  • An Infinite Number of Cities

    From one template or one city specification PAD generates as many outputs as you wish

  • Contextual Adaptation

    Use semantic editing to apply global change to your city

Parcel Editor

Create many similar but different patches of land/building lots from a single description.

From a procedural specification, the Engine is able to create different patches of land conforming to this description.

It can be used to create a city parcel – a building with the surrounding garden and objects – a road, or a pavement segment.

Features

  • Automatic Geometric adaptation
  • Automatic HeightField adaptation
  • Automatic Deplacement of mandatory objects
  • Automatic LOD removal of objects
  • Automatic semantic removal of objects
  • Exports to Collada for easy mockups and visualization
  • Exports to xml for easy integration into pipeline

City Designer

Create many similar but different cities from a single description.

From a semantic specification, the modeler is able to create the different cities conforming to this specification.

The city skeleton includes the road network, lot division, and human activities distribution.

Features

  • Heightfield Import
  • Configurable Forbidden Zone : Water, gameplay constraint
  • Configurable Road Newtork : Spline, Bridges, Etc.
  • Configurable Block placement : Elevation, Rotation, etc,
  • Configurable Lot Instantiation: Symbols only or full instantiation
  • Exports to Collada for easy mockups and visualization
  • Exports to xml for easy integration into pipeline