Architecture generator (open modules)

Hello Blenders,

I am currently working on a building generator with geometry nodes. Not the first, not the last, one might say. Above you can see a first result, in a modern\ international architecture style.

This project is part of a wider system of generic architecture for Blender. I have been building it gradually, as I need it. As it grows bigger, I started to rethink it as a consistent system for architectural modeling. Indeed, I hope to sell the generator or generated assets if there is demand.

But first, I’d like to share our thoughts on the subject with you. Without feedback, I’m afraid I’ll get carried away in a kind of ‘systemic fever’ that will prove futile in the end.

Here’s a summary of the concept (which I’m calling open modules for the moment for lack of a proper name):

Purpose:
This system is a generic architectural system based on Blender’s geometry nodes.
It aims to maximize nodal versatility, from low level nodes up to modules, in order to speed up creation and prototyping. Special attention has been paid to hierarchy and nomenclature logic, to ease complexity. The benefits of this approach foster reusability, scalability and performance, while greatly reducing repetitive tasks. With this same idea in mind, I’ve chosen to keep node trees visually readable (open modules), no huge nodes with dozens of parameters.

How it works:
Basically, by generating an architectural asset from a floor pattern (mesh or generated). The main structure is defined from one or multiple floor base by structural nodes that output a ground level, storeys and a top level, each of them can have multiple sub-levels. Then it is processed through exterior and interior modules to achieve the desired look. This phase can be kept as a fully editable object, or realized into a mesh to create specific instances, in order to refine details and variety. It is up to the user to choose according to his needs.

Results:
It quickly outputs a wide range of architectural assets that can be turned to full buildings or a kitbash of sub-elements.
This system has emerging properties:
Animation: Being fully editable, this system allows animation of construction processes on multiple levels (steel structure, concrete structure, walls, windows).
As a comprehensive procedural modeling toolset: most of the low level nodes and simple modules are effective in many fields of procedural modeling. (nature, hard surface modeling, mecha, scifi)

Further developments:
In the simulation field, its clean splitted meshes can be simulated as rigid bodies for demolition animations.
An editable ruins version, for abandoned cities. I have a working prototype of it.
add a city plan tool, to generate buildings on the fly from multiple shapes (as for a geo import).

add architectural styles sub-libraries: Brutalism (Clermont-Fd edition), Sci-fi (Titan station)

Let me know what you think!

PS: there was a beta version of it: https://blendermarket.com/products/procedural-buidings-evergrande

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Update:

The model is available for free on Gumroad and for 1$ on Artstation (can’t make it free for some reason)

please send feedback!

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Hello,

Following on directly from the previous asset pack is this new ruined buildings asset collection.


The pack contains 25 ruined or abandonned 3D buildings in a Blender 4.1 file. They are intended to depict post apocalypse cities, ruins, science-fiction.

All objects comes with UVs and various shaders. Shaders are mixed procedural and textures for concrete, metal, rust and glass. All maps are included in the packed file.

I will continue to improve this asset collection over time and publish updates.

Next planned steps:

-adding a kitbash for close up views (rusted stuff, rubbles, broken wall, plants)

-adding vegetation (trees and plants) growing on buildings, via a generator that will be added in the toolset.

The final generator is still in alpha test. I’ll get back to it now.

The asset pack is available for $6 at my Artstation shop, Gumroad and Blendermarket.

Let me know what you think, if you find such products interesting or not.

I created this asset pack for my own needs and use it to compose images, which I then pass into stable diffusion (img2img) or Magnific. I think this type of hybrid work (3D+I) is going to become very common.

A quick test with an early version of the assets. A raw Blender render upscaled with Magnific is already giving an interesting output.

As I make mostly still pictures, I don’t need to make refined renders most of the time. Better finishing it with digital painting in photoshop. So now I am trying to work taking into account this new technique. Here, 3D is mainly used to control the composition and lighting. The objects need to have volumes and textures that are satisfactory overall, details will come later.

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