Arch tiler

ARCH TILER one geo node tree for roof tiles, wall claddings, pavements and floors.

it is the tool used for covering surfaces in this image:
Study on generating various tiles in the geo nodes - Artwork / Finished Projects - Blender Artists Community

Here is the link to the tile generator, hope I set all well, let me know your thoughts…

ARCH TILER for bender 4.0.2 [pavement, wall and roof tile generator] - Blender Market

some screenshots

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wow…seems really powerful !

I’m trying to do a roof generator with GN and watching your YT videos it seems that I had the same thoughts about how to design the GN features. This help me to go on!

If I’ll fail, at least I know that I can count on to have procedural roofs.

:clap:

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Cheers mate, this was long process and research as I started with GN just few months ago. Learned a lot, but still have feeling I dont understand well to all what I do…:wink:

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New experimental version V_065 with the opacity masked “booleans”
In this video you see how fast all roofs are generated with this feature enabled.
Setup the mask for each roof takes 2-5 minutes.


thanks to zeroskilz who helped me to realize this idea - thread here: UV project in geometry nodes - Support / Materials and Textures - Blender Artists Community

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Wow… the performance is really impressive.
Good work!

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Great…really great and smart idea.

Just one question… as typically Archviz environment has many vegetation surrounding buildings…if vegetation models use opacity map for leaves, do your method impact on transparent levels needed to avoid any transparency issue?

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it will definitely impact, you still can increase transparent max bounces in most render engines manually. This method is just experiment working well in heavy geometry scenarios. Still if this does not work for your case, you can button switch the older method from V_064, it balances the amount of instances quite well, realizing and booleans are performed just on the border tiles (the border tiles are realized then the intersecting faces with the boolean geometry separated and then the boolean is only on these faces executed). And there is not this hassle setup necessary;)

older method timings, I am not sure how the timing works in blender, but here on 7950x the results are much faster, the slowest roof shows 29476 ms, but in reality it executes in 3s.

heavy geometry scenario example:

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thank you for your detailing.
Do you think that both methods will be developed and distribuited in a single GeomNode file with a switch where choice the best method for the specific task?
Are you going to plan a LOD system that simplify the mesh output relative to camera distance?

In any case, at the moment, I think that it’s already really great. The output is very nice.

not at the moment, it performs well for my case, and the modifier has lots of settings already - makes it complicated. I am already on another project idea. But sounds interesting as an exercise so lets see when I get some extra time;) There is disconnected dull option in the node tree to display the tiles as boxes for the viewport…

ps: both methods can be used in the single tree, just untick uvmask in the modifier, untick the !FAST mode! and set the tiles material back to unmasked version, that should work

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