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Urbaniac - Manual v3.10
Urbaniac - Manual v3.10
Urbaniac - Manual v3.10
Installation 01
Manual Introduction 02
Writing Conventions 02
Meet “Urbaniac!” 02
“Ur! Launcher03” 04
The basic 07
VFX´s properties 10
3. Open Blender and navigate to: 7.2. Clicking on it will open a windows where
you can browse for the Urbaniac! library
"Edit" → "Preferences" → "Add-ons" → directory.
"Install" → Browse for the previously
downloaded .zip file → click "Install" 7.3. Inside the library folder, you'll find at
least two directories: "models" and
4. The file selection pop-up will close, and "textures". When selecting the directory,
you will see "Urbaniac! LauncherXX" in the make sure to choose the "models" folder.
add-ons list. Enable it by checking the box. Make sure that the path ends with
"/models/".
5. Once the add-on is activated, you will see
information about it and configuration options 7.4. If you have multples Ur! Libraries to add
(see step 6). A new tab called “Urbaniac!” will extract them all together and conbine the
appear in the right sidebar in your 3D “models” and the “Textures” folder (You can
viewport. skip the duplicated files).
This is the user manual for all "Urbaniac!" The following paragraphs serve as an
add-ons. It is a work in progress (WIP) aimed introduction to the "Urbaniac!" series of add-
at providing detailed documentation to ons. They not only provide insights into the
enhance program usability. However, please add-ons themselves but also offer a glimpse
understand that we are constantly adding and into their historical background, how it all
improving features, which makes keeping the began, and the future direction they are
documentation up to date a complex and heading. If you're interested in delving deeper
challenging task. If you have any questions or into the add-ons' functionality, technical
need assistance with something not covered features, and libraries, I encourage you to
in the manual, feel free to join our Discord proceed directly to the section titled "Meet the
community. I personally review and respond Ur! Launcher."
to queries on a daily basis.
We understand that our users constantly
Writing Conventions: wonder, "What is Urbaniac? Who created it?
What was the beginning of this exceptional
To facilitate your understanding, the manual tool?". Let's shed some light on these
follows a specific writing style: questions, which we believe keep our users
awake at night... well, maybe not that much,
Important information will appear in italics to be realistic.
and should be thoroughly read to effectively
use the product. The Beginning:
work, so I started selling a collection of these Building Generator – an add-on that became
elements under the name "City Asset Pack". an instant hit.
Treating all these elements as a complete
package led me to experiment with new I had been working on that add-on since the
things, such as a central scene control and introduction of geometry nodes in Blender,
lighting. This allowed me to easily switch but I knew it had to mature before delivering
between day and night lighting without a robust add-on that could function for many
having to modify each light individually. Soon, years on the program. As many of you may
the number of assets grew, along with their recall, in the early stages, geometry nodes
complexity and the number of users (though continuously added and removed functions
we were still just a few hundred at the time). with each update, which partly destroyed
hours and hours of work and experimenta-
After dedicating a significant amount of time tion.
and love to this package, I came up with the
idea of creating a brand called "Urbaniac!" as This add-on stands out for its simplicity of use
there were already several packages named while generating highly diverse buildings with
"city asset pack" or similar. This brand set us great attention to detail. In its latest update
apart and opened the possibility of adding (v0.25), it includes numerous improvements
more "sibling" add-ons with a similar theme. that enhance usability and flexibility, such as
low-polygonal buildings with PBR materials, a
Later on, I introduced "Street, Roads & new modular VFX system that can be toggled
Highways" as an attempt (unsuccessful) to on and off from the new launcher, and full
provide a more affordable add-on specifically integration with Blender's official asset
for creating streets. This caused headaches browser, among others.
for those who later wanted to upgrade to the
CAP PRO version, which included the same The Future:
elements and more. Offering an upgrade
The development of Urbaniac! is currently
variation seemed like an appropriate solution,
focused on two fundamental aspects:
but it created numerous problems when
improving functionality (usually through the
updating the add-on files (since they had to
Ur! Launcher) and expanding libraries
be loaded twice, taking several hours for each
(creating new ones and adding assets to
library to load). Currently, all users who
existing ones). We are actively working on
purchased the upgrade have a 100% OFF
these strategies, which require updating the
coupon available to freely obtain the CAP PRO
documentation and developing new elements
version and receive updates from there.
and libraries.
The "success" of CAP gradually grew before
Remember to stay up-to-date with the latest
our eyes, attracting more users each day
Urbaniac! add-on news by joining us on
(along with a multiplication of issues, bug
reports, Blender updates that broke our add- Discord.
on, and so on, which ultimately presented
new and exciting challenges). However, the
most exciting part was when we launched Ur!
June 2023 manual v3.1 - page 4 / 13
Meet the add-on: “Ur! Launcher” Below the scene properties, you'll find a space
for "object" properties. Here, you can adjust
As you may have already noticed, Urbaniac! is specific elements when you have an specific
a rather special addon. At times, it seems "active" object selected. For example, you can
better defined as an asset library, while at control the size of procedural buildings or
other times, as an addon. So, what is it really open/close barriers from the “CAP” library.
about? Urbaniac! is a bit of both. On one
hand, it consists of a collection of fantastic At the top of the panel, you'll find a series of
libraries that provide detailed models and buttons:
procedural materials. On the other hand, it
includes a powerful Launcher that performs - Synchronize:
many operations behind the scenes, ensuring
This button is essential only when using
everything works as it should. These two
Blender's asset browser to add models to the
components work together as a whole,
scene. Since the models are added outside
allowing for global scene configurations to be
the launcher, the processes performed
applied to all assets in the library from a
"behind the scene" need to be manually
single place.
executed by the user (press the button after
“Ur! Launcher” v03: A Fresh Start adding objects).
The exciting aspect of Launcher v03 is its - You don't need to press the button after
integration with Blender's official Asset adding each object to the scene. You can
Browser, which allows seamless access to our add a series of objects and then click the
libraries. This approach presented challenges, synchronization button -
but through clever resource utilization, we
successfully integrated our libraries into the
official asset browser.
- VFX's are OFF/ON:
As a result, the launcher is divided into two
collapsible panels. The first panel is the This button adds properties such as snow,
integrated asset manager, disabled by animated raindrops, and wet surfaces to
default, where you can add Urbaniac! Urbaniac! objects by using a node group
Libraries, or even personal libraries. The applied to all materials in our libraries. The
second panel is the highlight of the launcher, VFX's are disabled by default in order to
providing control over scene properties. It improve EEVEE's performance.
allows you to manage lights, rain, snow, wet
surface effects, traffic lights, and more. This - You can add this VFX´s to your materials.
new version shows properties directly after Just add the “CityAssets – raindrops”
adding an object from the library, without the Search on the index for more info -
need to select another object. This enables
faster and more convenient scene
modifications on the fly.
June 2023 manual v3.1 - page 5 / 13
ted. However, the models are created with the to ensure that these users didn't have to pay
understanding that a too simple model for the same assets twice. To address this, we
doesn't visually contribute to the scene, and a introduced an UPGRADE option to CAP PRO
model with an absurd amount of polygons for those who had already purchased SRH.
eliminates the possibility of adding new small
details. We always strive for a balance, Rest assured, the library offers the same
incorporating a good level of detail (such as great features and characteristics as the "City
screws and welds) while maintaining a Asset Pack" described earlier.
reasonable polygon count (not using things
like micro-displacements or subdivision - For those who purchased the UPGRADE to
surface leve “+2”). CAP from SRH, they will need to redeem a
100% OFF coupon on the CAP website to
5. Blender Asset browser compatible: New on continue updating their product -
v2.50
“Ur! Street, roads and Highways”: 1. Based on Geometry Nodes: We all know
how amazing they are. They allow us to
This library was created in response to the achieve things that were unimaginable just a
requests from many users who specifically few years ago, and this library is a great
wanted elements for creating streets, example of their power.
highways, and sidewalks, without the need for
other types of urban elements. To meet their 2. Adaptable: The shape of the buildings can
needs, we developed a separate library with a be easily modified by manipulating a simple
descriptive name that allowed them to figure in edit mode. The changes are
purchase the exact elements they required at automatically updated in real-time.
a reduced price. However, we soon realized
that some users who had previously purcha-
sed our SRH package expressed interest in
acquiring the "CAP PRO" package. We wanted
June 2023 manual v3.1 - page 7 / 13
5. Adaptable Materials: The material colors Once you have installed our "Ur! Launcher"
can be easily adjusted to generate greater and configured it correctly (refer to the first
variation in the buildings. In the case of the page of the manual), you will find a panel
HD version, procedural materials are used, called "Urbaniac!" on the right side of your 3D
allowing for more customization options. The viewport (if you don't see the panels, you can
LP versions use PBR materials that support activate them by pressing the N key).
color changes but are faster, especially in
EEVEE. In the tab, you will find two dropdown
windows: the first one corresponds to the
6. Control the Details: From the geometry integrated asset manager, and the second one
node modifier, you can adjust the amount of controls the scene and objects.
random details appearing on the facades of
some buildings, such as air conditioning units If you are using the latest versions of our
or open windows. libraries, we recommend using the official
Blender asset browser (it´s already integrated
7. Extra Shapes: "Empty" extra shapes are to your Blender). In that case, you need to
provided. Once you have added at least one configure the library path as shown in step 6
type of building, you can assign a geometry of page 1 of this manual.
node to these extra shapes to give them a
specific style. This allows you to quickly add If you prefer to use the traditional "Urbaniac!"
variation to your city. You need to look for libraries, including any personal ones, you can
“CityAssets_BuildGenXXXX_Main” geometry configure the launcher as indicated in step 7
nodes. of page 1 of this manual.
8. Building Bases: Using the same geometry The process of adding elements to your scene
node technology, you can add different bases will depend on the chosen method.
(currently only one) to level the terrain or add
complexity to your city compositions. Blender Asset Browser:
9. Assets: Additional elements to add custom When working with the Blender Asset
details that make the buildings stand out and Browser, it is important to configure the
give them a unique handmade appearance. libraries correctly. In recent versions of
Blender, you have the option to choose the
import method for each library. It is
recommended to set the import method as
"Append". However, in older versions of
June 2023 manual v3.1 - page 8 / 13
Blender, the selection for the import method also multiply as we add objects. The "Synch-
is not available per library, and you need to ronize" button removes the duplicated
select it on the main asset window befor "CityAssets - basecube" objects, as well as
append the element. duplicated node groups and materials starting
with "CityAssets -". This way, all the drivers
To avoid issues, it is crucial to ensure that you within the node groups reference a single
have chosen the "APPEND" option every time object: "CityAssets - basecube". This cleaning
you add an element. Failing to do so can lead and removal of duplicates task was
to problems when adding identical elements automatically performed when using the
repeatedly in the scene. integrated asset manager in the launcher.
Every time we added an object, this cleanup
To filter the elements shown in the asset process happened behind the scenes to
browser window, you can use categories ensure that only one object was referenced.
and/or the library dropdown. You can also use When using the official Blender Asset Browser,
the name box to filter by tags such as we cannot automatically perform this cleanup
"Urbaniac!". Once you have located the when adding an object, so the user needs to
element you want to add to your scene, click the corresponding button to trigger this
simply drag and drop it to the desired cleanup process. Not doing so would result in
position. Keep in mind that the advanced duplicated materials that need to be loaded in
usage of the tool goes beyond the scope of parallel (affecting performance) and only the
this manual, and you will need to refer to first associated element being affected by the
Blender's documentation to delve deeper into control.
its usage.
IN SUMMARY:
Once you have dragged the element into the
scene, you need to click the "Synchronize" When you choose to work with the integrated
button in the "Ur! Scene Control" panel. This Blender Asset Browser, you need to drag and
can be done after adding a library element or drop the elements into the scene and then
multiple elements. Also, note that you can click "Synchronize" to make the most of your
freely mix objects from different libraries (if library.
you have acquired more than one).
Integrated asset manger:
Why do we need to click "Synchronize"? -
The use of the asset manager automates the
It is important to understand that all the process of deleting and cleaning duplicate
controls in "Urbaniac!" such as lights, VFX, elements, as described in the previous
traffic lights, etc., function thanks to drivers. section. However, it adds some additional
These drivers are located within node groups considerations that are important to keep in
linked to a specific element, the famous mind.
"CityAssets - basecube" or "basecube" for
short. First and foremost, it is crucial to ensure that
the file path configured in the add-on's
As we add objects, the "basecube" objects are settings panel ends with "/models/". Not
also added, along with node groups that doing so will result in an error (although in
contain drivers referring to the associated the new version, the error no longer appears
"basecube". This means that for the first thanks to the addition of a conditional “if”
object, it would be "CityAssets - basecube" statement in the code), but it can still cause
for the second, "CityAssets - basecube.001" issues with the scene. Around 90% of the
for the third, "CityAssets - basecube.002" and add-on error inquiries were due to users not
so on. The node group and material names
June 2023 manual v3.1 - page 9 / 13
entering the "models" folder when selecting operations will have been carried out behind
the add-on's path. the scenes without you even realizing it.
modify ON A PER-MATERIAL BASIS. For You should position the node group to the
example, the angle of inclination and the axis LEFT of your PrincipledPBR node and connect
of raindrops. This is super useful if you want the following:
to make the drops on a moving vehicle move
almost laterally (due to the speed). These Albedo/Albedo – Roughness/Roughness –
values, being specific to each material, will
Normal/Normal
only affect the materials in which you modify
those values (for example, the car paint and
windows of the car). Additionally, you'll need to add an input for
the normals in the node, even if it's just an
Other values are INSIDE the main node, empty "normal" node. If the material you
differentiated in each of the independent were working with had PBR textures, you
modules. Among them, to name a few, are should connect the textures to the
the intensity of normals in the snow and the
corresponding input in the node group. If the
speed of raindrops. These modifications will
material was simply colors and values, you
affect the entire scene. For example, if you
want the raindrops to be smaller or faster, can copy and paste the values into the node
adjusting these values will impact all the group. Other outputs of the node group will
materials. allow you to perform more advanced actions
to make your materials interact with the VFX,
As mentioned before, experimentation is the but that will depend on your specific needs
playground for any artist, so feel free to play
and your desire to experiment. Remember
with the values until you find the ones that
suit you best. that with the "node wrangler" enabled (an
add-on pre-installed in Blender that you can
Add VFX´s to your own materials: activate from the "add-ons" tab in the
preferences window), you'll be able to
Working with the shader editor can be a quite visualize what each output shows, which is
complex and overwhelming task for very useful for experimentation.
beginners, but adding VFX to your objects is
actually quite simple, even for the most Another node group you can add to your
novice users. objects is "CityAssets - LightsStreets" and
"CityAssets - LightsBuildings". By connecting
Firstly, we need to have at least the the "value" output to the emission strength of
"basecube" added to the scene. To do this, we your PrincipledPBR, you can activate the
can add an object from the library, whichever luminosity of the material using the controls
you prefer. This will add, as we saw earlier, in the "Ur! Scene Control" panel (Remember
the object and a "basecube". that the emission color shouldn’t be set
black).
Once the element is added, You can go to the
material you want to modify. In the shader For more information, you can visit our
editor window, you need to add (Shift + A) a Discord.
node group called "CityAssets - raindrops".
This manual will asume that you are trying to
integrate it to a PrincipledPBR materia. Now,
you just need to connect a few things for it to
work correctly.