Walls
Assign ID materials to the faces of your mesh to control how the system generates the building.
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. |
Wall A - H
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. |