Walls ===== Assign **ID materials** to the faces of your mesh to control how the system generates the building. .. figure:: images/MaterialAssignment.gif :alt: Assigning ID materials to faces :align: left Assign the correct ID material to each face to control where and what gets generated. ---- Base ---- Your building supports **three base wall material types**. To choose one, assign the corresponding ID material: **ID_BaseA**, **ID_BaseB**, **ID_BaseC** Each Base has the following options: .. list-table:: :header-rows: 0 :widths: 22 78 * - **Material** - The material that will be applied on the faces. * - **Auto-UV** - If enabled, UVs are generated procedurally using **box mapping**. If disabled, you must unwrap the UVs manually. * - **UV Scale** - Controls the scale of the generated UVs. * - **Wall Subdivision** - Adds subdivisions to the final wall surface. * - **Wall Model** - Replaces this wall with a mesh that is deformed to match the face shape. .. figure:: images/EmptyMaterial.gif :alt: Base wall material options :align: left ---- Wall A - H ----------- .. figure:: images/CollectionAssignment.gif :alt: Assigning collections using Wall ID materials :align: left Assign ID_Wall materials to decide where each collection spawns. The **Wall** settings let you spawn up to **8 collections** on your building, labeled **A** through **H**. For example, to use the collection assigned to **Wall A**, apply the material **ID_WallA** to the target faces. Each letter (A–H) shares the same set of options. .. list-table:: :header-rows: 0 :widths: 22 120 * - **Collection** - Chose the collection that will be used for each ID material corresponding to this wall. * - **Base** - Chose what kind of base the wall will have, following the settings seen in the **Base** options above. * - **Seed** - Change the objects selected to be spawned. ---- .. rubric:: **Auto-Subdivide** Turning this option on will subdivide the faces horizontally and vertically, if the space allows it. .. list-table:: :header-rows: 0 :widths: 22 120 * - **Horizontal Division** - Divide the faces horizontally. * - **Vertical Division** - Divide the faces vertically. ---- .. rubric:: **Deform** Turning this option on will **deform** the objects spawned to fit the size of the faces. Note: When doing this the instances are **applied** automatically. .. list-table:: :header-rows: 0 :widths: 22 120 * - **Constant scale** - The thickness of the objects are locked and don't depend on the size of the faces. * - **Scale** - Change the thickness of the objects. * - **Inset** - Will inset the original faces to make the objects smaller instead of taking the whole face. * - **Offset** - Will move the objects **Inward** or **Outward**. * - **Smooth** - Subdivide the faces to avoid sharp corners * - **Subdivision** - Smoothing subdivision. ---- .. rubric:: **Options** .. list-table:: :header-rows: 0 :widths: 22 120 * - **Density** - At 1, all the assigned face will spawn an object from the collection, reducing the density will randomly remove some of them. * - **Random Mirror** - Randomly flip the objects to create more variations. * - **Keep Wall** - Keep the original wall surface and apply the chosen **Base** to it, turning it off will remove the wall. * - **Keep Boolean Faces** - When the objects create a hole in the wall using the ID_Boolean material, this option will try to keep the result, may not work all the time, Booleans can be very instable in their results. * - **Output Subdivision** - Overide Base wall subdivision result. ---- .. rubric:: **Transform** .. list-table:: :header-rows: 0 :widths: 22 120 * - **Reset origins** - Placement of the object's origin is very important, but you can center automatically with this option. * - **Snapping** - Will always place the object at the center of the faces, at the bottom, or at the top, no matter the face size. * - **Force Vertical** - Ignore face orientation to have the objects always vertical. * - **Offset** - Move the objects relatively to their faces, you can also add some randomness and change its seed. .. figure:: images/UseBoolean.gif :alt: Use Boolean option :align: left