This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
VR Development
Double Precision Coordinates
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Adding Buildings

Warning
The functionality described in this article is not available in the Community SDK edition.
You should upgrade to Engineering / Sim SDK edition to use it.

Sandworm allows the procedural generation of buildings based on shapes stored in the vector data sources.

The Procedural Generation Assets add-on contains additional building materials to add a variety to the city view. You can use your own materials as long as they are created following the rules.

See Also#

Check this video from the series of video tutorials on the terrain generation using Sandworm:

Setting the Building Object#

  1. Create the object: in the Objects panel, click + for Buildings.

  2. In the Parameters tab, add a source: click the Add Source(s) button, select Assets and set the path to the sw_georeferenced/vector/buildings.shp file.

    As the source is added, we can click the Preview button below to see the building data preview on the map.

  3. Add a filter if you want to pick specific data from the source.

    Open the Attributes Table (the button) to look through all available data and set any filter you want. If you add no filters, all buildings will be generated.

  4. In fact, we can already generate the buildings with Auto settings. However, if you do that, you'll notice several skyscrapers not typical for such towns. This is due to the data provided in the floor column of the Attributes table: some values are irrelevant. Filters also can't help in this case as the data is in the string format.

    To solve this problem, let's switch to the Manual mode and set the Floor Number parameter to Random:

    In this case Sandworm will disregard any floor number values from the data source and generate buildings with a random number of floors from 1 to 5 as set in Floor Number Range.

  5. Click the Create Building Object button.

Generated Buildings#

The generated buildings will look as follows:

Generated buildings

What Else#

Last update: 2023-12-19
Build: ()