Open source city generator project stopped - array modifier issue
I planned to provide a free blendfile with a bundle of modular, procedural skyscraper buildings with customizable and thus animatable height via array modifier. The idea is simple: create some interchangeable single floors, some basements, some roofs and some procedural textures for the building surface, and voilà - your city generator is almost ready. Take your favourite Beethoven-song and let it drive the building heights. Cool. But when i started, i noticed that you can assign a material to the start- and endcaps of the array, but Blender doesn't care. It would be great to be able to stop Blender from overriding those materials. Is there a way? Please let me know. Thx.
4 Comments
You should have posted on blenderartists.org
Here on RCS, it is the place for feature proposals only.
Workaround:
Base, Begin, End elementu must have same set of materials.
Guide:
@Pawel Piotrowski: Awesome! (Thankful emoticon)
There is a workaround though: scale the UVs of start- and endcap to zero. Now you can move this UV-singularities across the UV-space, and the basement or the roof will be colored in either one of the three brick texture colors, depending on which the singularity hovers over. Monochrome, but better than windows everywhere. Maybe for great distances this might be sufficient.