How to use

Apply to a simple geometry to add roof tiles.

Example object:

Example object with generator applied:

Tips for better results

There are many rules and conditions in place to make the tiles follow the roof shape and it works pretty well without any adjustments in most cases.
Some geometry can eventually escape those conditions resulting in ridge tiles going in the wrong direction for example.

Ridge tiles direction
The direction of the ridge tiles usually point to the edges

You can always override this by editing the mesh and lowering one of the vertices of that edge just a minimum amount (so they are not exactly in the same Z position). This will make the ridge direction change and point towards the lowest vertex.

Roof Limits
Depending on the dimensions of your roof object, the last tiles can get cut. If you want a more precise finish you can manually move the edge in edit mode to complete the last tile

Final adjustments
You can always apply the modifier and manually remove pieces or roof tiles to clean up. You can also add or modify other elements to cover unions or imperfections.

Since ridge tiles are not procedural and the angle is fixed (maybe procedural ridge tiles will come in future updates).
The different angles of the ridges will eventually cause some overlapping or too much space between roof tiles and ridge tiles.
There are 2 parameters in Ridge Tiles “offset level” and “offset slope” that will help minimize it.

Technical Parameters

Asset Type: Apply to Mesh

Parameters

Failsafe: Activates and Disables the failsafe
Limit: If the target object has more than these amount faces the generator will not execute.

▼ TILES
Collection: The collection used for the tiles
H Spacing: Horizontal separation between each placement of a tile (Don’t adjust if you don’t change the tile object since it is set to match the generators default tile)
V spacing: Vertical separation between each placement of a tile (Don’t adjust if you don’t change the tile object since it is set to match the generators default tile)

▼ TILES POSITION
Offset Rows: Offset every other row
H Offset: Horizontal tiles offset
V Offset: Vertical tiles offset
Random V offset: Adds random vertical offset per tile (can produce overlapping depending on the parameter intensity and the tile geometry)
Probability: The ratio of tiles affected by the random vertical offset
Random V Rotation: Adds random vertical rotation per tile (can produce overlapping depending on the parameter intensity and the tile geometry)
Probability: The ratio of tiles affected by the random vertical rotation
Random H Rotation: Adds random horizontal rotation per tile (can produce overlapping depending on the parameter intensity and the tile geometry)
Probability: The ratio of tiles affected by the random horizontal rotation
Auto Align Tiles: Align tiles from opposite sides of the roof (horizontally and vertically)
Cut: Tiles in the edge of the roof will be cut by one of the 2 methods by projecting the roof along the Normal or “along the Z axis
Method: The method used to cut the tiles Fast works in most cases, if you find missing tiles you can either slightly alter the mesh or try the Precise method.

▼ RIDGE TILES
Collection: The collection used for the ridge tiles
Spacing: Separation between each placement of a tile (Don’t adjust if you don’t change the tile object since it is set to match the generators default tile)
Offset Level Tiles: Offsets level ridge tiles along edge normal (used to minimize overlapping)
Offset Slope Tiles: Offsets slope ridge tiles along edge normal (used to minimize overlapping)

▼ TILES MATERIAL
Replace Material: Replace original tiles material from the objects in the collection (uncheck to use the original material of each tile in the collection)
Material: The material that will replace any material that the tiles in the collection may have.
Tile Color: Tiles main color (if Replace Material is active)
Tile Variation: Color variation per tile (if Replace Material is active)
Tile Roughness: Tiles roughness (if Replace Material is active)

▼ FOLIAGE
Active: Activates Foliage
Replace Material: Replace original objects material from the collection (uncheck to use the original material of each object in the collection)
Material: The material that will replace any material that the objects in the collection may have.
Collection: The collection of objects instanced as foliage
Preview Mode: Preview mode show simplified and less instances to speed up the viewport (renders won’t be affected)
Distribution: There are 3 foliage distribution methods (All Edges: concentrates foliage in the roof edges, Only Concave: Concentrates foliage in the concave edges of the roof, Bottom + Concave: Concentrates foliage in the bottom and concave edges of the roof.
Density: Maximum density
Min Density: Minimum density for an affected region (if not at 0 there will always be at least this value of density affecting the entire roof)
Distance From Edges: How far from the edges the foliage will be distributed
Vertical Mask: A mask that will gradually remove foliage starting on the top of the roof
Build Up: Adds some volume and stacks foliage on top of each other to generate some build up close to concave edges
Mask Noise: Adds noise for a more natural distribution without straight mask edges
Instance Probability: In the default collection there are leaves and grass blades, this parameter controls the balance between them
Ridge Mask: Gradually removes foliage close to the ridges

▼ OTHERS
Realize Instances: Realize all instances (activate before applying the modifier)
Seed: Gives different results using the same parameters

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