It is possible to generate regular (rectangular, circular) building frameworks using Grid Tool (click images above to enlarge).
- open "Grid" tool dialog
- choose rectangular
or circular
grid type, and set desired grid dimensions
-
add sub-objects such as
- adjust settings of added sub-objects by clicking
speed-button
- adjust positioning settings of added sub-objects by clicking
speed-button
- 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 grid type allows to create spiral structural elements such as spiral stairs or ramps.
Steps are the same as for generation of a building framework, but there are some distinctive features:
- first of all choose spiral
grid type
- disable "Discrete Level Step" in order to enable gradual level escalation (i.e. in order to make vertical helix)
- enable "Discrete Radius Step" in order to make helix/helices of a constant radius/radii
-
click
speed-button of added beam sub-objects in order to set
"Profile Alignment Restriction" option to vertical
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:
- shape of a region
- density of components (by adjusting X Step and/or Y Step values)
- component definition(s) to use
- alignment of component instance(s) to a surface below
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:
- first of all choose random
grid type
- enable
"Stick Down" option in order to stick component instances to landscape
- set desired "Stick Offset"
-
add component instance sub-object by clicking
speed-button
at the top of "Sub-objects" settings group of "Grid" tool dialog
- choose desired component from a drop-down list
-
click
speed-button in order to set "Shuffle" option of
a component instance (when this option is enabled, "Grid" tool chooses randomly any of added components while
generating the whole result; when "Shuffle" is disabled, component will be placed at each grid point)
-
click
speed-button to add a bit more randomness
(position, angle and scale jitter values) in order to make an end result even more convincing
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 >>
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.