Announcing FMX
Founder and CTO Lionel Barret de Nazaris to present "Declarative Cities: Creativity, Productivity, and Automation".
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.
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 :
- Graphical details are handled with the Parcel Editor
- City design is carried out using the City Designer
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
