newBuildings

Buildings are parts of cities and can be used to represent manufactured structures like houses, stores, warehouses, etc. Like all city parts, they're defined by a curve:

In the image above, we see a building curve made of 6 points, that were drawn snapped onto the grid.

General parameters

In the general parameters of the building, we have control over...all general key visual elements of the building: the slope of its roof, its elevation, etc...

Here's a quick breakdown of all these controls:

Gable and blind walls

A gable wall has a tent roof shape while a blind wall has nothing applied to it. Eaves are reduced to zero for blind walls. This is illustrated below:

Draft mode parameters

Draft mode facade selections require some facades to be selected in the Facades tab. Then, select the right facade and refresh the city to get it:

High quality parameters

High quality parameters are a set of Geometries that are dropped onto (or added manually using the '+' button in the toolbar) the building. On dropping a geometry onto the building, there's a first question being asked which is about whether you wish to simply add a geometry to the scene, but somewhere on the building, or to add a high quality geometry to the building. Select 'no' to add a geometry to the building.

You'll see the geometry drop panel, which can be used to specify where to drop the geometry:

The white rectangles indicate where the geometry will appear. This also shows where the dropped geometry is to be replicated on the building surface. Backfacing rectangles are also visible by their lines contour. You can also notice this red contour in the thumbnails of geometries to drop. This indicates the presence of a wall, meaning that in the result, the reddish part of the mesh will be replaced by the wall of the building. We'll detail this later on.

A geometry drop onto a building has a lot of configurable parameters:

After we drop our door in the example above, we exit the draft mode and get that result:

The door is mapped onto wall number 0. The following parameters help anchoring the drop:

And voila:

We then have some other placement parameters:

And some repetition parameters:

An example below:

The large window door is dropped lower middle, with no repeat. The repeated windows are also dropped lower middle, with a repetition. The "remove first overlapping drop when repeated" option is checked, so that the window will not override the door. You can also randomize selection and make holes in a repetition by changing the odds of apparition.

Then you can also add a wall. The wall may be a plain geometry with 3D details. It'll be mapped everywhere on the surface which hasn't been sculpted by inlays:

And finally add some roof elements. Among these, we have the "main tile" that'll do most of the roof coverage. Other elements appear only on ridges. This is illustrated below: