Walls

Assign ID materials to the faces of your mesh to control how the system generates the building.

Assigning ID materials to faces

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:

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.

Base wall material options

Wall A - H

Assigning collections using Wall ID materials

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.

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.


Auto-Subdivide

Turning this option on will subdivide the faces horizontally and vertically, if the space allows it.

Horizontal Division

Divide the faces horizontally.

Vertical Division

Divide the faces vertically.


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.

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.


Options

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.


Transform

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.

Use Boolean option