Archipack 2.4 for Blender 2.91 / 3.0+ RELEASE

sent dataset through PM.
Convex hull triangles most of the time are wrong,
but one can filter them using edges length in a post process so maybe you could keep them.
You may generate filtered input using generated terrain mesh points.

You were right, it seems to behave smoothly now. Sorry for the noise, I should have thought about the idea by myself.
Thanks a lot for your quick answer.

You’re working on an IFC exporter? Are you also planning on improving import options?

As you stated before archipack is primarly made for archviz in blender right? A big problem in blender are the limited import formats especially for archviz. I would love to see a real dwg importer that puts the dwg layers in collections, same for SketchUp files. I’m working in archviz and I receive all the time sketchup, dwg or revit files.

Any plans of adding better imports for cad data?

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Yes i’m working on .ifc (IFC2x3) exporter.
Importing dwg / revit / archicad native files is not an option in open source environment for obvious license reasons.

So we must rely on dxf / obj import.
Made some small contribs in dxf import - lwpolylines altitudes and gradient angle based issues.

There is an addon to import .ifc (ifcOpenShell) wich is working quite well, however .ifc is not designed to share parameters, only geometry.
There is an effort put on IFC4x2 in this direction, but looks like adsk will wait for IFC6+ to start thinking about implementation of 4x2 … as usual…

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Released archipack 2.0.7 today

This is a hotfix for breaking api changes in objects visibility with backward compatibility.

  • Fast terrain generation with optional support for scipy (up to 20x faster)
  • Fast floor / roof covering boundary / cutters
  • Better geometry and easy manipulation of “soft windows” on wall’s edges
  • bugfix in angle manipulators
  • bugfix in 2d export
  • bugfix in multi dimensions
  • bugfix curved windows rod
  • Spanish translation by Sara González
  • Rough experimental ifc exporter - still in alpha stage
  • bugfix in translation system for operators
  • Experimental python modules installer

Disable old version, save prefs, press “Remove” and restart blender, then setup as usual, don’t forget to setup the material library path and save your prefs.

Kind regards,



Can’t you use SDK from other softs to make importers? It doesn’t have to be 100% opensource if you don’t distribute it with blender or am I missing something?

Like this old plugin that’s partially working for sketchup files

You’re probably right, should be possible.

Take a look at dwg for sample, using ADSK RealDWG SDK for DWG and DXF file reading and writing.
License Fee: €5000 / year + 1400€ for support
This will require to build a python wrapper to make it standalone, then a python addon to talk with the wrapper, build for win / mac / linux and keep it working on the long run.

We could try to make it happen through crowd funding - with a 10k € / year target.

On the other hand, people exporting dwg are also able to export dxf / obj / ifc, so there are other path to achieve imports.

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Didn’t know it was so expensive to use the DWG sdk, like you said, maybe keep using the open dxf format is good as you can save it to that format from all software that can export to DWG. Does it translate layers from DXF files to collections? Would that be possible? Same for fbx files, import with layers would be awesome for archviz files.

Isn’t the sdk for sketchup free?

What would be awesome is an universal converter for blender, maybe a companion app to avoid issues with GPL, to convert from all different filetypes like skp, c4d, rhino, dxf, … to .blend.

Hello Stephen,

Thanks for a great, very useful but still fordable addon. I’m using it more and more in my work.

I cannot download the new version, for some reason there’s no trace of me ever buying the product on my gumroad account. It offers me to buy it again. Any help on why this is or how to solve it? Feel kinda stupid right now.

@ Stephen,

I have two questions:

Custom objects setup

  • How to setup custom a round arch , a lowered segmental arch and a basket handle to add to a wall or opening?

Wall finishing

  • How to make an engraving and embossing from a 3D object / model on a partial face of a wall?

Custom_Opening_ wall.blend (526.0 KB)

J’ai deux questions:


  • Comment configurer un arc plein ceintré, un arc surbaissé et un anse de panier personnalisé pour ajouter sur un mur ou une ouverture ?

FINITION DES MURS ( Embossage et gravure)

  • Comment faire une gravure et une embossage à partir d’un objet/modèle 3D sur une face partielle d’un mur ?

You may achieve custom openings / arcs through custom objects, take a look at Custom objects setup.

Setup engraving volume as “Custom hole” so it does “cut” the wall. There is no “Union” mode in custom objects, so for embossing you should simply locate the object over the wall, and optionally use a boolean modifier to add it to the wall.
If you rely on blender’s boolean, ensure your volumes are properly closed, and there is no coplanar faces.

Hi !
Pushed a small tutorial about fast terrain generation in 2.0.7 using scipy (up to 20x faster)
Keep in mind that it is still experimental.


I’m very interested about terrain generation.
Any fast solution is more than welcome.

I’d like to know if it should be useful and able to generate something “quickly” in a scenario like this.
Consider to build a large environment for realtime task. As large, I mean something like this.

Are you interested of building a system that, giving a priority path, it models the environment around the path using real data (or fake ones)??

Should be there something like this in your development plans or not?

Hi Marcatore,

In large scale games / geographic applications, terrains usually use a 3d algorithm weighting points depending on surface derivation so you wont miss any important point and are able to predict the quality of final mesh, coupled with progressive streaming for new points to client application refining model according on the fly loading / destroying data based on current location, direction vector and device capacity.
On server side you need a strong algorithm to query your datas. Keep in mind that at earth scale, even with 1km based grid there are 900 billions points - more than 70% are flat water, but 30% still is a huge dataset. Such grid based datasets are likely to miss required precision to properly fit with your needs.

It’s far away from what we currently are able to do even with scipy. Scipy use a 2d algorithm so you can’t weight points depending on surface derivation, and 1 input point is one output point whatever the influence on the final solution.
The current implementation take care of filtering out over sampled datas and by doing so result in a cleaner surface than regular delaunay, but may also miss important / break points at large filter scale as the filter occurs before triangulation and only take 3d proximity into account.

Thank you for your reply.

As the environment detail seems the big problem (and I can well understand the reason) and considering that my request is more games oriented, I should be quite happy if it should be developed a system like this
If you ask me “if youh appy with it, why you don’tuse it”, I reply that PRL tool is not public available and the developer (reading on his discord channel) seems now busy with “real life” matters that take on hold the project.

So, I’m looking to someone that should build something similar and as I see your terrain generator I was curious if something shall be done in the future. :slight_smile:

Does anyone know how you would create a square bay window or any bay window type?

I don’t really understand the details for Bend window to fit a curved wall and my attempt at crossing windows dosn’t work.

Although I did manage to get something, but it’s clearly a bug from not deleting a previous window. :frowning_face:

In order to “bend” a window, select the wall, then use wall’s manipulators for this opening.

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@stephen_leger, found it. :+1:

Hi Stephen,
unfortunately with the 2.8 build from today, blender crashes immediately, if I try to create more then one wall or paint a Wall with Archipack Pro. Could you please take a look at it, if you have time.

thank you for reporting, i’m able to repro here with a custom build done yesterday under linux too.
I’ll try to narrow down this issue and fix as soon as possible.
Looks like it is related to “Auto manipulate” feature so in the meantime you should disable it in the create panel.