Building Framework


It is possible to generate regular (rectangular, circular) building frameworks using Grid Tool (click images above to enlarge).

Steps to Generate a Regular Framework

  1. open "Grid" tool dialog
  2. choose rectangular  or circular  grid type, and set desired grid dimensions
  3. add sub-objects such as
  4. adjust settings of added sub-objects by clicking  speed-button
  5. adjust positioning settings of added sub-objects by clicking  speed-button
  6. click "put..." command button to generate grid object and sub-objects, which represent building framework

Note that it is possible to specify custom steps for any grid dimension (X, Y, Z), so it is possible to generate more custom grid, then just uniform rectangular or circular grid with equal steps.

Spiral Structures


Spiral grid type allows to create spiral structural elements such as spiral stairs or ramps.

Steps to Generate a Spiral Structure

Steps are the same as for generation of a building framework, but there are some distinctive features:

Forest


Grid tool allows to populate a model with selected component instance(s) automatically. Combination of this feature with random grid type provides affordable way to create parametric regions, which represent somehow forested parts of a landscape. It is possible to re-adjust any time later such parameters as:

Steps to Generate a Forested Region

Basic steps of such region creation are the same as any other described above complex object creation. Here are some features to pay attention to:

Dome


It is possible to create even more complex geometric structures using "Grid" tool. Creation of such objects requires some expertise in geometry and math though and at least a basic knowledge of Ruby language syntax. The idea is to offset grid points from their uniform positions by applying some mathematical function to coordinates of a grid point. The most obvious way is to leave initial X and Y coordinates of a grid point and calculate Z coordinate as a function of X and/or Y.
Steps of creation are basically the same as for building framework. The only difference is that it is necessary to specify function(s).
Learn more about X, Y, Z Functions >>

Conclusion

It is possible to combine/mix described above approaches in order to achieve unusual results. For example it is possible to enable "Stick Down" option to generate a regular structure made of columns and beams, which follows landscape surface. Or it is possible to use X, Y, Z functions somehow to simulate a swarm of insects.
Use of position and angle jitters is allowed for all types of sub-objects so it can be used for anything (not only for components, which represent trees). Non-zero jitters added to structural elements may help to generate convincing ruins.
In short samples described in this chapter shows only most basic and obvious ways of use.