Procedural Buildings | Evergrande Edition

by in Models


Procedural Buildings with geometry nodes. 


Content:

A Blender 3.6.4 scene (this is not an add-on).

These are procedural modelings driven by geometry nodes groups, as a proof of concept for a larger procedural architecture project I am working on. There are upcoming sci-fi and modern architecture sets as well. 

There are many ways to use, combine or improve these nodes for architecture. For now, it is only basic shaders, no UVs, no texture.


How to use it:

See the scene for case examples. There are 4 types of Buildings:

A and B are similar in principle, based on instance geometries. There are three parts: ground, floor and top for each. 

C is a balanced mixture of procedural and modeled instances. It comes with multiple layers to set the level of construction. 

D is fully procedural, same as C with multiple layers.

Real estate: This is the plan. Mute the Geometry node deformer to edit the material indexes.


Main node groups:

Simple_N_Floors
This node erects a building with as many instances as there are floors.

Building_N_Floors
Same with a ground instance and a roof one between floors.

Min_Max_N_Floors
Allows to define a starting floor. Useful to add extra elements on buildings.

Real_Estate:
Match instance buildings in the center of each face according to material index, allows rotation of buildings on Z axis.


Secondary node groups:

Extrusion_Merge
One_on_N_Elements
Axis_Aligned_Normals
Boundary_Edges
Boundary_Faces
2D_Frame
Prim_Cross
Point_Instances
Face_Center_Points
Pillar_Center
Select_by_Material_Index


Extra objects:
rigged camera + mist calculator
fog box 


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License: Free for any use, personal, education and commercial use.

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Sébastien Garnier / Anabase Studio, February 2024

Dev Fund Contributor
Published 2 months ago
Blender Version 3.6
Render Engine Used cycles, eevee
License Royalty Free
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