Extra ======== Foundation ------------ .. list-table:: :header-rows: 0 :widths: 22 120 * - **Extrusion** - Distance of extrusion. Use 0 if you don't want extrusion. * - **Width** - Can be used to create sidewalks or edge around the bottom. * - **Offset** - Move the entire building on the Z axis. * - **Material** - Material to use on the foundation. ---- Support -------- Automatic support, spawning on down facing faces. .. list-table:: :header-rows: 0 :widths: 22 120 * - **Collection** - If the bottom face of your building is located above the building origin (if there is an overhang) a support from this collection will appear. * - **Inset** - Can push the support inside. * - **Use Vertex Group** - Can spawn pillar on specific vertex. * - **Vertex Group Name** - Name of the vertex group. * - **Fit Edges** - Will stretch the support object to match the size of the edge. * - **Offset** - Offset supports positions. * - **Constant/Relative** - Size constant or relative to the edge face. * - **Scale** - Thickness of the support. * - **Support Pillar subdivision** - If Fit Edge is off, will add more pillars. ---- Facade Dressing --------------- Scatter objects on the building's facades .. list-table:: :header-rows: 0 :widths: 22 120 * - **Facade dressing Primary and Secondary** - There is 2 groups of Facade dressing with the same options. * - **Wall Type Limitation** - Limit the scattering to certain wall base. * - **Minimum Distance** - Density of objects. * - **Seed** - Random options. * - **Minimum and maximum height position** - Limit the scaterring between a certain distance. * - **Distance from edges** - Can avoid objects too close to the edges. * - **Use Booleans** - Use Wall booleans to cut the facade dressing. * - **Random Transform** - Add variation. .. rubric:: **Instance on Vertex** .. list-table:: :header-rows: 0 :widths: 22 120 * - **Facade dressing Primary and Secondary** - There is 2 groups of Facade dressing with the same options. * - **Wall Type Limitation** - Limit the scattering to certain wall base. * - **Minimum Distance** - Density of objects. * - **Seed** - Random options. * - **Minimum and maximum height position** - Limit the scaterring between a certain distance. * - **Distance from edges** - Can avoid objects too close to the edges. * - **Use Booleans** - Use Wall booleans to cut the facade dressing. * - **Random Transform** - Add variation. .. rubric:: **Instance on Vertex** Allow to spawn objects on specific vertex .. list-table:: :header-rows: 0 :widths: 22 120 * - **Vertex Group A-B** - Collection of objects. * - **Vertex Group Name** - You can decide the vertex group name to be used. * - **Seed** - Change random output. * - **Align to faces** - Sample nearest face to get the object rotation. .. rubric:: **Decals** Use to add local decals projected on the surface .. list-table:: :header-rows: 0 :widths: 22 120 * - **Collection** - Collection of objects to be used as decals. * - **Wrap** - Project on nearest surfaces. * - **Subdivision** - Subdivision of the decal mesh to improve result. * - **Randomize** - Random pick in the collection. * - **Seed** - Change random output. ---- Interior -------- Generate a simple interior model. Layout of the room and object distribution is really random and have no logic. Mostly to have something inside in case you need. .. list-table:: :header-rows: 0 :widths: 22 120 * - **Interior Dressing** - Collection of objects to be scattered around the interior. * - **Seed** - Change dressing random output. * - **Min/Max** - Dressing density. * - **Room Scale** - Average room size/ number of interior walls. * - **Interior wall thickness** - Thickness of interior walls. * - **Exterior walls thickness** - Thickness of exterior walls. * - **Floor thickness** - Thickness of the floors. * - **Floor height** - Distance between floors. * - **Interior Floor Material** - Material of the floor. * - **Interior Walls Material** - Material of the walls. * - **UV Scale** - Size of the generated UV. ---- Destruction -------- Simple destruction genration using a boolean shape .. list-table:: :header-rows: 0 :widths: 22 120 * - **Mode** - Simple or Boolean mode, Simple with just delete the points, Boolean will cut the shape and create better shape but is slower. * - **Strength Noise Big and Small** - Add variation in the boolean shape. * - **Randomness** - Add randomness. * - **Internal structure** - Create some kind of simple internal structure to be visible when the walls are removed. * - **Material** - Material of the structure. * - **Thickness** - Structure thickness. * - **Subdivision** - Structure subdivision. * - **Boolean visibility** - Visualize the boolean. * - **Transform** - Manually change the boolean position, can be edited directly in the viewport with the gizmo. ---- Deformation -------- Deform the basemesh before the building is generated to add some imperfection. .. list-table:: :header-rows: 0 :widths: 22 120 * - **Intensity** - Deformation strength. * - **Scale** - Noise's scale used for the deformation. * - **Offset** - Shift noise position. * - **Sharpen** - Deform by pushing the corners. * - **Sharpness** - Sharpening intensity.