Extra
Foundation
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.
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
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. |
Instance on Vertex
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. |
Instance on Vertex
Allow to spawn objects on specific vertex
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. |
Decals
Use to add local decals projected on the surface
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.
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
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.
Intensity |
Deformation strength. |
Scale |
Noise’s scale used for the deformation. |
Offset |
Shift noise position. |
Sharpen |
Deform by pushing the corners. |
Sharpness |
Sharpening intensity. |