blender-geometry-script/tutorials/city-builder.html

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<ol class="chapter"><li class="chapter-item expanded affix "><a href="../introduction.html">Introduction</a></li><li class="chapter-item expanded affix "><li class="part-title">Setup</li><li class="chapter-item expanded "><a href="../setup/installation.html"><strong aria-hidden="true">1.</strong> Installation</a></li><li class="chapter-item expanded "><a href="../setup/internal-editing-basics.html"><strong aria-hidden="true">2.</strong> Internal Editing Basics</a></li><li class="chapter-item expanded "><a href="../setup/external-editing.html"><strong aria-hidden="true">3.</strong> External Editing</a></li><li class="chapter-item expanded affix "><li class="part-title">API</li><li class="chapter-item expanded "><a href="../api/basics.html"><strong aria-hidden="true">4.</strong> Basics</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../api/basics/modules.html"><strong aria-hidden="true">4.1.</strong> Modules</a></li><li class="chapter-item expanded "><a href="../api/basics/tree-functions.html"><strong aria-hidden="true">4.2.</strong> Tree Functions</a></li><li class="chapter-item expanded "><a href="../api/basics/sockets.html"><strong aria-hidden="true">4.3.</strong> Sockets</a></li><li class="chapter-item expanded "><a href="../api/basics/using-nodes.html"><strong aria-hidden="true">4.4.</strong> Using Nodes</a></li></ol></li><li class="chapter-item expanded "><a href="../api/advanced-scripting.html"><strong aria-hidden="true">5.</strong> Advanced Scripting</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../api/advanced-scripting/node-groups.html"><strong aria-hidden="true">5.1.</strong> Node Groups</a></li><li class="chapter-item expanded "><a href="../api/advanced-scripting/generators.html"><strong aria-hidden="true">5.2.</strong> Generators</a></li><li class="chapter-item expanded "><a href="../api/advanced-scripting/input-groups.html"><strong aria-hidden="true">5.3.</strong> Input Groups</a></li><li class="chapter-item expanded "><a href="../api/advanced-scripting/attributes.html"><strong aria-hidden="true">5.4.</strong> Attributes</a></li><li class="chapter-item expanded "><a href="../api/advanced-scripting/boolean-math.html"><strong aria-hidden="true">5.5.</strong> Boolean Math</a></li><li class="chapter-item expanded "><a href="../api/advanced-scripting/drivers.html"><strong aria-hidden="true">5.6.</strong> Drivers</a></li><li class="chapter-item expanded "><a href="../api/advanced-scripting/simulation.html"><strong aria-hidden="true">5.7.</strong> Simulation</a></li></ol></li><li class="chapter-item expanded "><li class="part-title">Tutorials</li><li class="chapter-item expanded "><a href="../tutorials/voxelize.html"><strong aria-hidden="true">6.</strong> Voxelize</a></li><li class="chapter-item expanded "><a href="../tutorials/city-builder.html" class="active"><strong aria-hidden="true">7.</strong> City Builder</a></li></ol>
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<h1 class="menu-title">Geometry Script</h1>
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<h1 id="city-builder"><a class="header" href="#city-builder">City Builder</a></h1>
<p>In this tutorial we'll create a dense grid of buildings, then cut away from them to place roads with curves. We'll also make use of a <a href="../api/advanced-scripting/generators.html">generator</a> to combine the buildings with the roads.</p>
<p><img src="./city_builder.gif" alt="" /></p>
<h2 id="setting-up"><a class="header" href="#setting-up">Setting Up</a></h2>
<p>Create a Bezier Curve object. You can enter edit mode and delete the default curve it creates.</p>
<p>Then create a new script. Setting up an <a href="../setup/external-editing.html">external editor</a> is recommended.</p>
<p>Import Geometry Script, and create a basic tree builder function. We'll add a few arguments to configure the buildings.</p>
<pre><code class="language-python">from geometry_script import *
@tree(&quot;City Builder&quot;)
def city_builder(
geometry: Geometry,
seed: Int,
road_width: Float = 0.25,
size_x: Float = 5, size_y: Float = 5, density: Float = 10,
building_size_min: Vector = (0.1, 0.1, 0.2),
building_size_max: Vector = (0.3, 0.3, 1),
):
return geometry
</code></pre>
<p>Run the script to create the tree, then add a <em>Geometry Nodes</em> modifier to your curve object and select the <em>City Builder</em> node group.</p>
<h2 id="buildings"><a class="header" href="#buildings">Buildings</a></h2>
<p>Let's start with the buildings. We'll distribute points on a grid with <code>size_x</code> and <code>size_y</code>.</p>
<pre><code class="language-python">def city_builder(...):
building_points = grid(size_x=size_x, size_y=size_y).distribute_points_on_faces(density=density, seed=seed).points
return building_points
</code></pre>
<p>Next, we'll instance cubes on these points to serve as our buildings. We move the cube object up half its height so the buildings sit flat on the grid, and scale them randomly between the min and max sizes.</p>
<pre><code class="language-python">def city_builder(...):
...
return building_points.instance_on_points(
instance=cube().transform(translation=(0, 0, 0.5)),
scale=random_value(data_type=RandomValue.DataType.FLOAT_VECTOR, min=building_size_min, max=building_size_max, seed=seed),
)
</code></pre>
<h2 id="roads"><a class="header" href="#roads">Roads</a></h2>
<p>Using <code>curve_to_mesh</code>, we can turn the input curve into a flat mesh. We'll use the <code>yield</code> keyword to join the curve mesh and the building mesh automatically. Change the <code>building_points.instance_on_points</code> line to use <code>yield</code> for this to work.</p>
<pre><code class="language-python">def city_builder(...):
yield geometry.curve_to_mesh(profile_curve=curve_line(
start=combine_xyz(x=road_width * -0.5),
end=combine_xyz(x=road_width * 0.5)
))
...
yield building_points.instance_on_points(...)
</code></pre>
<p>But now the buildings are overlapping the road. We need to remove any point that falls within the road curve. We'll use <code>geometry_proximity</code> and <code>delete_geometry</code> to find and remove these invalid points.</p>
<pre><code class="language-python">def city_builder(...):
...
building_points = ...
road_points = geometry.curve_to_points(mode=CurveToPoints.Mode.EVALUATED).points
building_points = building_points.delete_geometry(
domain=DeleteGeometry.Domain.POINT,
selection=geometry_proximity(target_element=GeometryProximity.TargetElement.POINTS, target=road_points, source_position=position()).distance &lt; road_width
)
...
</code></pre>
<h2 id="drawing-roads"><a class="header" href="#drawing-roads">Drawing Roads</a></h2>
<p>Enter edit mode and select the <em>Draw</em> tool. Simply draw roads onto your city to see the buildings and meshes update.</p>
<p><img src="./city_builder.gif" alt="" /></p>
<h2 id="final-script"><a class="header" href="#final-script">Final Script</a></h2>
<pre><code class="language-python">from geometry_script import *
@tree(&quot;City Builder&quot;)
def city_builder(
geometry: Geometry,
seed: Int,
road_width: Float = 0.25,
size_x: Float = 5, size_y: Float = 5, density: Float = 10,
building_size_min: Vector = (0.1, 0.1, 0.2),
building_size_max: Vector = (0.3, 0.3, 1),
):
# Road mesh
yield geometry.curve_to_mesh(profile_curve=curve_line(
start=combine_xyz(x=road_width * -0.5),
end=combine_xyz(x=road_width * 0.5)
))
# Building points
building_points = grid(size_x=size_x, size_y=size_y).distribute_points_on_faces(density=density, seed=seed).points
road_points = geometry.curve_to_points(mode=CurveToPoints.Mode.EVALUATED).points
# Delete points within the curve
building_points = building_points.delete_geometry(
domain=DeleteGeometry.Domain.POINT,
selection=geometry_proximity(target_element=GeometryProximity.TargetElement.POINTS, target=road_points, source_position=position()).distance &lt; road_width
)
# Building instances
yield building_points.instance_on_points(
instance=cube().transform(translation=(0, 0, 0.5)),
scale=random_value(data_type=RandomValue.DataType.FLOAT_VECTOR, min=building_size_min, max=building_size_max, seed=seed),
)
</code></pre>
<h2 id="generated-node-tree"><a class="header" href="#generated-node-tree">Generated Node Tree</a></h2>
<p><img src="./city_builder_nodes.png" alt="" /></p>
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