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.