Sci-fi Building generator that tiles in mass
Prevent the meshes from spawning too low or too high
New subgraph: Getting the bottom and the top points from the wall points array, and calculate 3 kinds of masks using Distance
Make signs from the "Intersection" Mask, preventing them from spawning too close to top or bottom
Make corner meshes from the "Upper" Mask, preventing them from spawning in the lower area
PS: corner points subgraph modified from the wall subgraph
Ladders are all at the above and signs are not exceeding the building heights!
Placing every door could be troublesome so we'd spawn some doors automatically with a single number
To make it clear, we need to randomly pick one or more points on the 1st floor and turn them into doors
Here's the subgraph for the bottom part, while the key part will be the blueprint
We first get the input context ( which will be points) and keep everything like tags set so that they won't be missing after we've done the math
Count the points and shuffle them using the Random Stream node, then pick as many as we wanted
Set every point's density in the original point array to 0, set the chosen ones' density to 1, and construct the point data with points and other stuff
Don't forget to add the return node at the first loop!
We can now pick some random points besides our buildings and spawn some doors!
In addition to my world creator, I changed the medium-sized preset buildings (which took most of the space) into random building generators
and it fits well with the city and other meshes!