The Plating Generator

V2.0: You (Can) Redo

The Plating Generator at work

What is the Plating Generator?

The Plating Generator creates customised, reconfigurable panel lines and greeble details on top of your 3D Model.

This add-on is for 3D Modellers and concept artists who find it time consuming to create interlocking panels and details on 3D Models such as spaceship hulls, but still want a unique look and feel. It uses specially designed algorithms to generate different patterns.

Features

  • Generate a panel lines or scatter smaller objects using a random seed.

  • Use on flat or curves surfaces.

  • Choose from a range of completely customizable plating patterns.

  • Create your own greeble objects libraries or choose from the standard default library.

  • The objects can either be created and edited separately or integrated into the base object.

  • Go back and change the patterns and greebles from a fixed control panel at any time when they are created as separate objects.

  • Create from a whole quad based mesh or on a sub selection of quad faces.

  • Control the depth of the grooves, heights of the panels, thickness of the grooves, make corners rounded, and add bevel effects.

  • Add your own materials and vary panel color through vertex colors.

  • Greebles can either be overlapping or non-overlapping.

  • Greebles can either conform to the shape of the face or maintain their proportions.

  • Option to completely remove the grooves and leave the plates intact.

How does it work?

For instance, a manual method is to extrude edge loops over and over, which can be very time consuming. The more detailed you want the mesh to be, the longer it will take:

Manual Process Automated

Manual Process Automated

This add-on greatly speeds up the process, allowing you to quickly create a selection in a plating pattern and and extrude the edges accordingly.

Plating Generator in Action

Plating Generator in Action

Plating Generator combined with the Shape Generator addon can quickly create detailed models which can then be further refined. It can also be used to create libraries of curated objects.

Installation

Installation Files

You will be provided with the following files:

  • For Blender installation (do not unzip, install via Blender UI):

    • plating_generator_greebles.zip - the main add-on file.

  • Libraries and samples (do unzip!):

    • greeble_libraries.zip - a bonus set of greeble libraries.

    • plating_generator_greebles_samples_unzip.me.zip - A set of sample.blend files demonstrating the main add-on’s setup.

    • animation_nodes_plating_gen_samples_unzip.me.zip - A set of sample.blend files demonstrating the animation node setup (Animation Nodes required).

Installation Steps

  1. Go to Edit -> Preferences.

  2. Select the Add-ons tab on the left if it is not already.

  3. Select the Install… button along the top.

  4. This will open a file dialog where you should navigate to where you have downloaded the plating_generator_greebles.zip file. This file should not be unzipped.

  5. Then, click the Install add-on from file button.

  6. Search for the add-on by typing Plating Generator in the search box if it does not already appear.

  7. Make sure the checkbox next to the Add-on (Mesh: Generate Plates with Greebles) is ticked:

Plating Generator Installed

Plating Generator Installed

If you have any issues do not hesitate to get in touch via info@configurate.net.

Getting Started

The tool can be used in either Object or Edit Face Mode, with faces selected.

Plating Generator Properties Panel

Plating Generator in the right-click context menu.

  1. Select some faces on your object.

  2. Right-click in the viewport and a menu should appear.

  3. In the menu there should be a section called Plating Generator, which is also available from the Mesh menu at the top of the viewport.

  4. If you want to create a new plating object and leave the original object intact in a non-destructive way you have the following options as a starting point:

    • Add Plates: Add a panel line pattern as a new object using the faces you have selected.

    • Add Greebles: Add greeble objects as a new object using the faces you have selected.

  5. If you want to modify the existing mesh you have the following options:

  6. If you want to add a Plating Generator modifier to your object, you can select from the Modifiers section.

These options are described below.

Non Destructive Workflow

If you don’t want to damage your original object, these options will create a new separate object, called <original name> plating, and add a base Level of either Plates or Greebles:

Add Plates

Selecting the Add Plates option will automatically add a basic plating pattern in the form of a new Blender object:

Adding Plates
Add Greebles

Selecting the Add Greebles option will automatically add a set of basic greebles in the form of a new Blender object:

Adding Greebles
Changing Properties for Object

When you have either added Plating or Greebles you can then change the object’s properties using the built-in side panel available on the right hand side when the new object is selected. If this is not visible, press the n key in the viewport to display Blender’s properties panel, and select the Plating Generator side tab:

Plates Properties Panel

Plates Properties Panel

These properties are descibed in more detail here.

Destructive Workflow

This will edit the existing object, which can be advantageous if you wish to create deeper plates or embedded greebles. However it is more difficult to undo the operation.

Tip

Disappearing Panel?

During this mode, which is a one-time operation, Blender’s panel can disappears if you accidentally click outside. You can bring it back as long as you have not performed another action by pressing F9.

Add Plates to Mesh

Selecting the Add Plates to Mesh option will automatically add a basic plating pattern directly on the mesh:

Adding Greebles
Add Greebles to Mesh

Selecting the Add Greebles to Mesh option will automatically add greebles directly on the mesh:

Adding Greebles
Add Panel Lines to Mesh

Selecting the Add Panel Lines to Mesh option will automatically add panel lines using selected edges:

Adding Panel Lines

This uses the same Properties as the Add Plates to Mesh function

Changing Properties for Operation

You can then change the object’s Properties using the bottom left hand side panel. You may need to expand the panel to see all the options:

Properties Panel

These properties are descibed in more detail here.

Control Panel

When using a Non Destructive Workflow, if you select a plating object the Plating Generator Panel will show the parameters for the object. This panel is on the right hand side of the viewport. If this is not visible, press the n key in the viewport to display Blender’s properties panel, and select the Plating Generator side tab:

Main Control Panel

The Plating Generator Properties Panel

Main Controls

Main Control Panel

Main Control Panel

These control the overall randomisation for the Plating Generator and whether to automatically update the object when parameters are changed:

Master Seed

The Master Seed Controls the randomisation of all the Generator code and will change what the Plating object looks like within the parameters of the add-on.

Refresh Master Seed

This button will change the master seed parameter at random so you can quickly try out different variations.

Main Control Panel

This button will update the object with the parameters specified in the panel.

Main Control Panel

When turned on, any parameter changed in the Plating Generator panel will automatically update the object. If switched off, you will need to manually press the Update button to update the selected object.

Main Control Panel

Auto Update on while randomly changing the main seed.

Levels

Introduction

Levels Intro

Levels at work

When you have created a Plating/Greeble Object using a Non Destructive Workflow, you can add extra levels of plates or greebles. For each level, you can then choose to either build on top of the original object or previous levels. They are similar in concept to layers in Photoshop or Gimp.

Levels Example

Levels at work

This can give rise to new and interesting combinations of effects which you can then save as a Preset for future use.

Warning

With Great Power…

Add levels with caution!

Adding more than 3 or 4 levels will add more computation, so Blender’s processing will slow down accordingly and may appear to freeze.

New levels are disabled by default to prevent Blender automatically re-calculating the moment a level is added.

Levels Panel

Levels Control Panel

Levels Control Panel, with some example levels. Here, the ‘Upper Tier’ level is selected.

  • Add: Add a new Level.

  • Copy: Make a copy of the selected level.

  • Up/Down Arrows: Move the selected level up and down the stack.

Expanding the Levels sub section will give you the ability to add new Levels to the plating object. When you first add a new Plating Object, a single level called “Base Level” is added:

Levels Control Panel

Controls for each level.

  • Selector: By clicking on a level, the row will be highlighted and you will be able to access the properties below the panel.

  • Type: Icon showing the type of level (Plates or Greebles)

  • Color: A random color is assigned to a level for organisation purposes which you can change if you wish. It has no effect on the object.

  • Name: Name for the level.

  • Seed: The seed associated with the level.

  • Visible: Whether we can actually see the level of not: It will still be processed if it is enabled. This helps with adding invisible framing elements for greebles or plating.

  • Enabled: Whether the level is enabled for processing or not. If other levels are dependant on this level, they will no longer be displayed or processed.

  • Delete: Delete the level from the plating object.

Use

To add a new Level, with the plating object selected:

  1. Expand the Levels sub-section of the panel:

    Levels Expand Panel
  2. Click the “Add” button to create a new Level:

    Levels Add
  3. By default the Level will be disabled allowing you to set up some properties before you add a new Level.

  4. In the Properties panel, try changing the type of Level to “Greeble”:

    Levels Change to Greebles
  5. Now, enable the Level by clicking the checkbox either in the Properties panel or in the Levels panel. You should see the object update with the new Level, unless it is hidden by the objects in the other Level:

    Enabling the Level.

Building on other Levels

  1. The Build On option allows you to choose whether the level builds on the Original Object or Previous Levels:

    Level Properties
  2. If you select a previous level, and that level was a “Plating” type, you can choose whether to add this level to the Tops or the Sides of the Plates (or both by pressing the shift key):

    Build on Properties for Levels

Selection

  1. The Properties section allows you to further configure a selection:

    Level Properties
  2. You have the following selection options when you are either building on the original object, or on top of a level:

    • Face Amount: The percentage of faces from the selection to build on. On the original object, this will randomly select faces. Clicking the circular refresh button allows you to randomize the selection.

    • Plate Amount: The percentage of plates or greebles to build on. On the original object, this will randomly select existing plates. Clicking the circular refresh button allows you to randomize the selection.

    • Only Select Remaining Faces: Only pick from the faces that haven’t already been used by the levels below. Useful for keeping the effects from overlapping.

  3. You can control the minimum size of the faces that will have the Level applied by using the Minimum Face Area property, which is useful for stopping plates or greebles being added to very small faces.

    Build on Properties for Levels

    Here, one plating level is being built onto another, with the green level being applied to the tops and sides of the base purple level. The Minimum Face Area property is used to stop the effect being applied to smaller faces (such as some of the smaller sides).

Changing Other Properties

When you click a level, it gets selected and the associated Properties appear in the panel below it:

Levels Control Panel

Each of the different properties are described in this section.

Properties

Plating Properties

Main Control Panel

Main properties panel for the plating effect.

General Properties: Plates
Main Control Panel

Plating General Properties

  • Level Color: Color to denote level for organisational purposes. Has no direct effect on object.

  • Level Name: The name of the Level for these properties.

  • Enabled Checkbox: Whether the Level is activated or not.

  • Plates/Greebles: Whether we are creating Plates or Greebles.

Plating Pattern
Platng Pattern Props

Configure how the plating pattern is created.

Pattern Types
Pattern Type Option

Choose between different patterns to create the panelled effect. Each has it’s own set of options:

Criss Cross
Criss Cross Pattern

Create intersecting edge loops. The following options apply:

  • Random Seed: generate a different selection based on the whole number given here.

  • Amount: the percentage of plate cuts generated.

  • Subdivisions: this will subdivide the selected faces before applying the pattern.

    Subdivisions at work
Ruby Dragon
Ruby Dragon Pattern

Randomly select faces by walking around the mesh. The following options apply:

  • Random Seed: generate a different selection based on the whole number given here.

  • Percentage: The percentage of grooves to add.

  • Subdivisions: this will subdivide the selected faces before applying the pattern.

  • Triangles Random Seed: Change where triangular parts of the grooves are added independent to the main random seed.

  • Triangulation: As a percentage, how many triangles are added to the standard pattern.

Triangular
Triangular Pattern

Similar to Criss-Cross, with added triangular accents added randomly to the grooves. Additional properties:

  • Triangles Random Seed: Change where triangular parts of the grooves are added independent to the main random seed.

  • Amount of triangles: As a percentage, how many triangles are added to the standard pattern.

  • Subdivisions: this will subdivide the selected faces before applying the pattern.

Rectangles
Morse Brown Pattern

Create sets of rectangles of varying sizes on the object. This is a more experimental version where some lines may not intersect, but changing the seed may remove these results.

  • Rectangle Random Seed: Change where rectangles are added independent to the main random seed.

  • Rectangle Amount: Number of rectangles to cut out.

  • Rectangle Width Min: Minimum number of width edges for rectangles.

  • Rectangle Width Max: Maximum number of width edges for rectangles.

  • Rectangle Height Min: Minimum number of height edges for rectangles.

  • Rectangle Height Max: Maximum number of height edges for rectangles.

  • Subdivisions: this will subdivide the selected faces before applying the pattern.

Morse Brown
Morse Brown Pattern

Inspired by Sam Morse-Brown, this is a combination of the criss-cross pattern combined with rectangle shapes and triangles. This is a more experimental version where some lines may not intersect, but changing the seed may remove these results.

  • Rectangle Random Seed: Change where rectangles are added independent to the main random seed.

  • Rectangle Amount: Number of rectangles to cut out.

  • Rectangle Width Min: Minimum number of width edges for rectangles.

  • Rectangle Width Max: Maximum number of width edges for rectangles.

  • Rectangle Height Min: Minimum number of height edges for rectangles.

  • Rectangle Height Max: Maximum number of height edges for rectangles.

  • Slices Random Seed: The number of edge loops to create on the pattern. If they intersect with a rectangle, they will be terminated.

  • Slices Amount: Number of slices to make in the pattern.

  • Triangles Random Seed: Change where triangular parts of the slices are added independent to the main random seed.

  • Amount of triangles in slice: As a percentage, how many triangles are added to the sliced pattern.

  • Subdivisions: this will subdivide the selected faces before applying the pattern.

Selected Edges
Selected Edges Pattern

Use the edges that have been already selected. For this mode to work, select edges in Edge Edit mode instead.

Add Grooves by Face Angle
Face Angle Property

When activated, this will also add grooves wherever the edge of two faces match that angle.

Face Angle Property
  • Edge Angle: The angle where grooves will be added.

  • +/-: How much deviation around the angle to match edges by.

Plates
Plates Properties

Configure how the plates are created.

Plate Taper
Plates Properties Animaton
  • Amount: This will shrink the tops of the plates. By increasing the amount, the plates should become smaller. You can also use negative amounts to make the plate tops larger.

Plate Heights
Heights Properties

These options will vary the heights of each plate at random, which should allow you to create more varied effects:

Plates Properties Animaton
  • Match Heights: Keep the Min and Max Height properties the same.

  • Min Height: The minimum height of plates*

  • Max Height: The maximum height of the plates*

  • Random Seed: This will vary the random pattern that the heights are set at, without changing the plating pattern.

* note that the Min Height can be higher than the Max Height!

Plate Bevel
Plates Bevel Plates Bevel

Add a bevel effect around the plates:

  • Amount: How bevelled are the top of the plates.

  • Segments: How many segments the plate bevel has.

  • Plate Bevel Type: The type of Bevel to apply. See the bevel documentation.

Grooves

This section controls the grooves between the plates.

Grooves Properties
  • Clamp Groove Width: prevent the grooves from overlapping geometry.

  • Width: the width of the grooves between the plates.

  • Depth: The depth of the grooves between the plates.

  • Groove Segments: Number of segments inside the grooves.

  • Side Segments: Number of segments on the side of the plates.

Groove Bevel

Add a bevel effect around the grooves:

  • Amount: How bevelled are the groove edges between the plates.

  • Segments: How many segments the groove bevel has.

  • Groove Bevel Type: The type of Bevel to apply. See the bevel documentation.

Corners

For the corners of the plates, you can also add a curved bevel to give rounded corners.

Corners Properties
  • Match Corners: when checked, both the Major and Minor corners will be kept the same.

Major Corners

Major corners are the surrounding corners of the original face selection:

Major Corners Anim
  • Amount: bevel width of the corners.

  • Segments: the number of segments in the bevel.

  • Major Corner Bevel Type: The type of Bevel to apply. See the bevel documentation.

Minor Corners

Control the opposite to major corners:

Minor Corners
  • Amount: bevel width of the corners.

  • Segments: the number of segments in the bevel.

  • Minor Corner Bevel Type: The type of Bevel to apply. See the bevel documentation.

Rivets
Rivets Properties

You can add rivets to the corners of the plates. The default shapes are standard ico spheres.

Rivets
  • Use Rivets: whether to add rivets or not.

  • Use Custom Rivet: instead of using the default spherical rivet, you can pick a custom scene object in the drop-down box.

  • Distance from Corner this will determine the distance of the rivets from the corners.

    Rivets Distance from Corner
  • Diameter: diameter of the spherical rivets.

  • Subdivisions: level of detail for the rivets.

  • Material Index: the index of the material slot to use for the rivets. -1 will disable assigning a material.

Materials

Add custom materials to the plating panels.

By default, the plates will be created with the same materials as the selected faces. The following parameters let you override that behavior with materials you have defined:

Selection Properties
Groove Material
Selection Properties

Specify a material for the grooves via a drop-down box that shows you existing materials.

Warning

In the Non Destructive Workflow the grooves are removed by default, so you may not see the effect. Uncheck the Remove Inner Grooves property to see them.

Plating Materials
Plating Material Properties

Plating effect with different materials applied to each set of plates.

This section allows you to specify different materials to randomly applied to each plate. A plate is a group of faces between the grooves.

It has the following parameters:

Plating Material Properties
  • No. of Plating Materials: The number of different materials to be randomly applied to the plates. Increasing this number will create new material drop-down boxes for you to populate*:

    Plating Material Properties

    * There is a known bug in Blender where by pressing the ‘X’ the menu will disappear in the Destructive Workflow. Use the number of plating materials parameter to control the number of materials instead.

  • Add Vertex Colors: Add a vertex color group called plating_color to the plates. A random color value is assigned per plate.

  • Vertex Color Random Seed: You can change these random colors by altering thia value. You can then use this in a material shader to control the color of a material:

    Vertex Color Properties

    Different seed values being applied to the vertex color layer.

    Vertex Color Example Material

    Simple example of a vertex color layer controlling a material.

Other Options
other Options
  • Select Groove Geometry: select the created groove faces.

  • Select Plate Geometry: select the created faces for the plates.

  • Mark UV Seams: mark UV Seams around the plates for texture mapping purposes.

  • Edge Split: this will split the groove edges to make sure the outer plates remain smooth.

  • Remove Grooves: completely remove the grooves and just leave the plates. Useful with Solidify modifier.

  • Remove Inner Grooves: This allows you to remove just the inner groove faces. Useful in the Non Destructive Workflow when you just want the plates and sides.

  • Edge Selection Only: only select the edges, without the mesh being edited. Useful if you want to perform custom operations on the selection.

  • Shade Smooth: All faces will have their shading set to smooth.

UV Projection
UV Projection on Plates

The Plates will automatically have Blender’s UV Smart Projection algorithm applied to generate UVs for texturing.

  • UV Projection Limit: This controls how faces are grouped: a higher limit will lead to many small groups but less distortion, while a lower limit will create fewer groups at the expense of more distortion.

UV Projection on Plates
Smoothing
UV Projection on Plates

When checked, the whole object will have auto smoothing applied and is controlled by the Auto Smooth Angle.

Greeble Properties

Greebles Control Panel

The Greeble objects are aligned randomly onto quad faces. The overall shape of each greeble is deformed to follow the face it is being placed on unless the Maintain Aspect Ratio property is checked.

Greebles Control Panel

Main properties panel for adding greebles.

General Properties: Greebles
Levels Panel

Greeble General Properties

  • Level Color: Color to denote level for organisational purposes. Has no direct effect on object.

  • Level Name: The name of the Level for these properties.

  • Enabled Checkbox: Whether the Level is activated or not.

  • Plates/Greebles: Whether we are creating Plates or Greebles.

Greeble Pattern
Greebles Pattern Panel
  • Mode: This has the following options:

    • Overlapping: The greeble objects are randomly placed on a face and can overlap.

      Overlapping
    • Non-Overlapping: The greeble objects are placed so that they do not overlap.

      Non Overlapping

Each mode has different parameters because each uses a different approach to placing the objects:

Overlapping
Overlapping Panel
  • Greeble Random Seed: by changing this value, you will create different random patterns.

  • Greeble Amount: The number of greeble objects to be put on the object.

Non-Overlapping
Non Overlapping Panel
  • Greeble Random Seed: by changing this value, you will create different random patterns.

  • Overall Coverage %: The percentage covering the object.

  • Greeble Division Levels: Each face will be allocated spaces for the greebles. Higher levels means more objects will be fit onto each face. The user interface is restricted but you can enter higher values.

  • Greeble Deviation: This is how much each greeble’s size varies on a face. A value of 0 will create a uniform set of sizes, where a value of 1.0 will create irregular sizes.

Greeble General Parameters
Greeble General Parameters
  • Min Width: The minimum width of a greeble object relative to the face it is on.

  • Max Width: The maximum width of a greeble object relative to the face it is on.

  • Min Length: The minimum length of a greeble object relative to the face it is on.

  • Max Length: The maximum length of a greeble object relative to the face it is on.

  • Min Height: The minimum height of a greeble object relative to the face it is on.

  • Max Height: The maximum height of a greeble object relative to the face it is on.

Greeble Objects from Library
Greeble Objects from Library Parameters Greeble Objects from Library Close Up

There are several basic objects supplied as a default greeble library to create Greeble effects from. You can choose to add squares in different patterns, L shapes, T shapes, or cylinders.

Greeble Objects from Library Entry

There are settings for each object and by hovering the mouse you should see a description for each one. They are:

Greeble Thumbnail
  • A thumbnail of the greeble:. Clicking on this thumbnail shows you which other objects you can choose from within that greeble library.

Greeble Dropdown
  • A drop down menu showing which greeble library the object comes from. If you have other greeble libraries installed, you can select them here.

Maintain Aspect Ratio
  • Maintain Aspect Ratio: This will keep the proportions of the object’s width and height in case you do not want the object stretched.

Material Index
  • Material Index: Override the material on the greeble with a material index slot. By default, these objects will inherit the material of the object. Values of -1 will not override the material.

    Material Index Expanded
Height Override
  • Height Override: This will automatically override the height of each greeble so that you can stop shapes stretching unnecessarily.

    Height Override Expanded
Coverage
  • Coverage: This controls the amount this Greeble will cover the surface relative to the total number of greebles set under the ‘Greeble Pattern’ section. This allows you to adjust the relative amount of each object on the total number of greeble objects. For instance, if you have 50% L shapes and 100% T shapes, the effect will roughly have half as many L shapes as T shapes.

These parameters also apply to Greeble Objects From Scene.

Greeble Objects From Scene

The add-on allows you to add your own greebles from scene objects.

Greeble Objects From Scene Greeble Objects From Scene Properties

By clicking “Add” you will be able to select the scene object. Once selected, the objects will be added as Greebles. You can adjust the coverage and other parameters of these objects just like the library greebles.

Greeble Objects From Scene changing

The objects will be added to a face relative to the same direction as the z-axis of the original object.

Greeble Orientation
Greeble Orientation

This section allows you to point the greebles in a customized direction and to control the random rotation of the greebles.

  • Use Custom Direction: By default, the greebles point out from the Mesh along the normal of the faces they are on. This option allows you to point the greebles in a custom direction along the vector defined under Outwards Direction. A value of (0,0,1), for instance, will point all Greebles in the Z direction:

    Greeble Orientation: Follow Normals

    Default: Greebles follow the face normals.

    Greeble Orientation: Follow Normals

    Custom Direction: All greebles point in the same customisable direction.

  • Rotation: The greebles are randomly rotated in 90 degree turns when they are placed on the mesh. You can control or disable this function:

    • Greeble Random Rotation Seed: this will change the random pattern of greeble rotations without affecting their overall positions.

    • Do not randomly rotate: This disables random rotation, and allows you to specify the number of 90 degree turns by changing Number of 90 degree rotations.

Update/Copy/Select

If you want to:

  • Change the face selection for the generated plates

  • Copy the plates you already have to a new area on the object

  • Get the selection you used to create the plating object

You have the following options:

Updating the selection used to generate plates.

Update Selection

Updating the selection used to generate plates.

Updating the selection used to generate plates.

This will update the plating object to change to a different set of faces on a mesh.

Updating the selection for...
  1. On the main object you are creating plate objects from, select a new set of faces you wish to change to in Face Edit Mode. This can also be existing faces you have changed.

  2. Right-click and select Plating Generator -> Update Plating Selection For:.

  3. In the menu that appears, select the plating object you wish to update.

  4. The plating object you have selected should automatically update to use the new face selection.

Copy Plating

Updating the selection used to generate plates.

Copying a plating object to a new selection area.

This will copy a plating object to a new set of faces on the object.

Copy plating from...
  1. On the main object you are creating plate objects from, select a new set of faces in Face Edit Mode.

  2. Right-click and select Plating Generator -> Copy Plating From:.

  3. In the menu that appears, select the plating object you wish to update.

  4. The plating object you have selected should automatically be copied and pointed to use the new face selection.

Select Faces for Plates

Getting the plating selection for a plating object.

Getting the plating selection for a plating object.

When in Face Edit mode on the main object, this will get the selection for a plating object associated with it.

Copy plating from...
  1. On the main object you are creating plate objects from, right-click and select Plating Generator -> Select Faces For:.

  2. In the menu that appears, select the plating object you wish to get the face selection for.

  3. The main object should update its face selection to the faces that are associated with the selected plating object.

Presets

You can save your own effects that you can then re-use or share.

The add-on comes bundled with some pre-configured presets, and you can also create your own.

Example Preset

An example of using presets to automatically apply a variety of effects to build on.

Each workflow contains its own separate set of presets.

Non Destructive Workflow Presets

Save a Preset
  1. With the plating object selected, in the top right of the Plating Generator panel is the presets sub-menu. Select “Save Preset”:

    Save a preset menu option.
  2. In the File Menu window that appears, type the name of the .json file you wish to save as a preset. You may wish to save in a pre-configured directory for easy access later:

    Saving a preset
  3. Click “Save”.

Your settings will be then saved as a .json file you can load later or access via a sub menu if you have saved it in a presets directory.

Load a Preset
  1. With a plating object selected, in the top right of the Plating Generator panel, go to the the presets sub-menu and select “Load Preset”:

    Save a preset menu option.
  2. In the File Menu that appears, select the .json file of the preset you wish to load:

    Save a preset menu option.
  3. Click “Load”.

This will update the selected Plating object’s settings with the preset.

Quickly apply a Preset

A pre-bundled preset, or a preset file in your presets directories, can be quickly added in two ways:

  1. Create an object with the preset instantly applied via the right-click menu, under Plating Generator -> Add Preset:

    Adding a preset from the Plating Generator's add menu.
  2. Change an existing object to use a preset through the top menu in the side panel:

    Applying a preset to an existing plating object via the panel.
Custom presets directories
Preset Menus example

Placing your json preset files in a pre-configured directory gives you quick access via the drop down menus. You can have many presets directories, each containing their own group of presets.

These directories can be set in the Presets Path setting under the Edit - Preferences - Addons menu under the Plating Generator add-on entry:

Preset Menus example

Destructive Workflow Presets

Add Preset

Press the + button at the top of the pop-up menu, enter a name for the preset and click ‘OK’.

Adding a preset

Adding a Preset

Delete Preset

With the Preset loaded, click the - button next to the preset dropdown.

Deleting a preset

Deleting a Preset

Apply Preset

With a Plating Object selected, click the name of the entry in the Presets menu:

Applying a preset

Applying a Preset

Greeble Libraries

Greeble Libraries intro

You can create your own greeble libraries that can be loaded into Blender.

Installing a Greeble Library

  1. Go to Edit -> Preferences and select the Add-Ons tab if it is not selected already:

    Greeble Libraries Prefs
  2. Then, find the Plating Generator add-on by starting to type ‘Plates…’ in the search box. Expanding the ‘Mesh: Generate Plates with Greebles’ entry should give you a small preferences screen:

    Greeble Libraries Prefs Expanded
  3. There is a ‘Preferences’ section:

    Greeble Libraries Prefs Expanded
  4. The Defaults are listed in their own directory. If you delete all entries, clicking ‘Refresh Libraries’ will reset the directory list.

  5. To add a new library, unzip the zip file to a separate folder somewhere on your computer. You should see a set of files with .blend and .png file pairs:

    Greeble Libraries Add folder
  6. Now go to the preference screen and click the ‘Add Folder Containing Greebles’ button. A new folder entry will appear:

    Greeble Libraries Add folder
  7. Finally, click ‘Refresh Greeble Libraries’ to load the greebles in:

    Greeble Libraries Refresh

You should now be able to use the new greebles library when using the add-on by selecting the library from the drop down list:

Greeble Libraries Panel

Credit: Sam Morse-Brown

Making a Greeble Library

You can create your own greeble library by doing the following:

  1. Create a folder for your greeble library. The name of the folder will be the name of the library.

  2. Create a .blend file with the Greeble object in it.

  3. Greeble objects need to be a single blender object mesh, that is:

    • It does not have child objects and is all joined into one object.

    • All modifiers are applied.

    • It is a normal blender ‘Mesh’, not a curve, a light, or other object types.

    • It can optionally have Materials and UV Mapping.

  4. Make sure the object is called ‘Greeble’. This is so the add-on can find the object when it looks in the file.

  5. Create a thumbnail for the file by rendering a square picture of it in Blender and saving it as a .png in the same directory as the .blend file. It should also have the same name as the .blend file. For instance, if my greeble object is called my_greeble I would have a my_greeble.blend file and a square my_greeble.png file of, for instance, 500x500px in the one directory.

  6. You can create as many .blend-.png pairs of files in the folder, and this will make up your greeble library.

A good way of seeing what a greeble folder should look like is by looking at the contents of the custom_greebles.zip example file. There are example scenes that that you could copy:

Greeble Libraries Refresh

Credit: Sam Morse-Brown

If you have any issues do not hesitate to get in touch via info@configurate.net.

Animation Nodes

Animation Nodes Screenshot

There is also the option to use the add-on as a node in the powerful Animation Nodes Blender extension. This is useful if you want to either create animated effects or control the effect dynamically.

There are two available nodes: One for generating plates and one for generating greebles separately.

The Properties are similar to those of the main add-on.

The ‘Generate Plates’ node looks like this:

Animation Nodes Panel for Plates

Animation Nodes Panel for Plates

And the ‘Add Greebles’ Node looks like this:

Animation Nodes Panel for Greebles

Animation Nodes Panel for Greebles

If you have a question, issue, or new feature do not hesitate to get in touch via info@configurate.net.

Iterator

Iterator Image Output

To assess many possible combinations, the Iterator feature can use the camera in your scene to automatically render a range of Plating Generator master seed combinations to a directory of your choosing.

Iterator Properties

Iterator Controls.

Using the Iterator

The iterator will produce a set of images, each image is a preview of the Plating Object when it is in that seed configuration.

The name of the filename will display the master seed value used.

  • Seed Range: set the master seed range used to render out different combinations.

  • File Path: The output directory for the file images.

  • Render Engine: Optionally choose a render engine different to the main scene. The Iterator will then use the settings of the alternative renderer.

  • Start: start an iterator process. Whilst the images are rendering, Blender may appear to freeze. You can check whether the images are being output by navigating to the output directory to see if the images are being created.

Cancelling the operation

Whilst running, there is a file called running.ack that you can use to stop the iterator and unfreeze Blender. Remove running.ack, and after rendering an image Blender will check for the presence of this file. If this file no longer exists, it will cancel the operation.

This is similar to the iterator function in KIT OPS SYNTH.

Modifiers

Plating Generator modifiers

The Plating Generator comes with a set of modifiers that add panelling effects and greebles on top of the base mesh, also in a non-destructive way.

  • These are completely separate to the other Plating Generator workflows.

  • They require a grid shaped UV Map to work.

  • The modifiers use, but do not require knowledge of, Geometry Nodes. However by learning a little Geometry Nodes you will get the most out of them.

Tip

Advantages

  • Fast: As the modifiers use Blender’s core processes, they are a lot faster than the standard Python add-on functions. They will also work on meshes with larger numbers of faces.

    Plating Generator modifiers

    Captured in realtime, the modifier can out perform standard python.

  • Flexible: As they are modifiers that use Geometry Nodes, you can use them with Blender’s other modifiers or use them as a node with other Geometry Nodes.

  • Non-destructive: The modifiers do not alter the base mesh and will update automatically when the base mesh changes.

  • Animatable: The parameters of the modifiers can be animated using keyframes.

Disadvantages

  • UV Map Required: The panel modifiers specifically require a grid shaped UV Map for them to work, otherwise nothing will be displayed. You can use the UV Squares add-on to achieve this or by using the Follow Active Quads method. Remember, you can add more than one UV Map to an object in Blender’s Object Data Properties tab if you already have a UV Map you wish to keep.

    Plating Generator modifiers

    The ideal UV Map is made up of a square grid for the pattern to work well. Here, the UV Squares add-on is used to make the UV faces square.

    Plating Generator modifiers

    Remember you can create more than one UV map under the Object Data Properties tab.

  • Quad topology ideal: Ideally the geometry should be arranged in quad topology.

  • Limited features: As Geometry nodes is still evolving, the modifier parameters are comparatively limited compared to the other Plating Generator workflows.

Using the Modifiers

Add any one of the modifiers by:

  1. Selecting the object you wish to add one of the modifiers to. The object requires a square shaped UV map and a set of faces to extrude.

Tip

  • You could use a Subdivision Surface modifier (optionally set to Simple) to increase geometry for the modifier.

  • You can use selections of faces with the modifier, but it is recommended to separate geometry for different effects.

  1. Right-click in the viewport and go to the Plating Generator section of the context menu. There should be a Modifiers section that lists all current Plating Generator modifiers:

    Plating Generator modifiers
  2. Select the modifier you wish to add from the Modifiers section of the menu.

  3. The modifier will be added to the object, along with any additional modifiers (e.g. a bevel modifier) that complements the effect. You may wish to adjust parameters like the heights of the panels to make sure the effect is working.

    Plating Generator modifiers

    Warning

    If the effect is blank, check you have a UV Map for the object.

    Tip

    Plating Generator modifiers

    A Bevel modifier might be added to highlight the Panelling effect. You can adjust this separately to the main modifier.

Modifiers list

There are different modifiers to choose from. Parameters are documented as tooltips on each of the individual inputs:

Panelling Modifier
Plating Generator modifiers

A base panelling effect that uses a combination of big, medium and small panels controlled by a random seed number.

Plating Modifier
Plating Generator modifiers

A more customizable version of the panelling modifier, allowing you to set materials and heights for different size panels. Optional notches are added to the sides for greater detail.

Greebles Modifier
Plating Generator modifiers

The greebles modifier set to a density of 5000.

A modifier that adds random objects to the surface. A default collection of objects is imported, which can be changed to a different collection on the modifier settings.

Pipes Modifier
Plating Generator modifiers

A modifier that creates a simple random piping pattern.

Tip

Combining modifiers

Plating Generator modifiers

You can combine different modifiers together and use Attributes set by the modifiers to change where they are applied. Here a Plating Modifier has been added first, and then a Greeble Modifier has then been added. The Selection parameter has then been changed so the greebles only appear on the Small Panels.

This is by using the Small Panels attribute that has been set by the Plating modifier:

Plating Generator modifiers

Using the Nodes

Hidden behind each modifier is a set of node groups that can be used inside a Geometry Nodes set up. These node groups can be loaded into a Blender scene and then used in combination with any other nodes.

To add the nodes for use:

  1. Go to the Geometry Nodes editing tab.

    Plating Generator modifiers
  2. Add a Geometry Nodes modifier to the object if there is not one already.

    Plating Generator modifiers
  3. Click “New” to add a new Geometry Nodes tree to the modifier.

    Plating Generator modifiers
  4. In the nodes editor view, right-click and select “Import Plating Generator Geometry Node Groups”. This will import all node groups if they have not been added already.

    Plating Generator modifiers
  5. In the nodes editor view, press shift-A and search for one of the following modifier nodes:

    • Panels Modifier Nodes

    • Plating Modifier Nodes

    • Greebles Modifier Nodes

    Plating Generator modifiers

    …Any other nodes groups with similar names may be sub-node groups and are less useful.

  6. You can then use the node in the same way as the modifier:

    Plating Generator modifiers

    Tip

    • Remember to add a UV Map (e.g. from a Named Attribute node - see screenshot) to the Vector input to supply a UV Map to the node. Otherwise, nothing will be displayed.

    • Also make sure the mesh has enough face subdivisions to see a result (as seen in the screenshot)

    • Adjust parameters (e.g. height) on the node to check it is working.

Having issues with the modifiers or nodes?

Don’t hesitate to Get in touch

Baking

Baking Option

When you are finished with the Plating Object and no longer want it to be changed by the panel, you can click the ‘Collapse Plating Object’ to remove Plating Generator specific properties.

Contact

If you have a question, issue, or new feature do not hesitate to get in touch via info@configurate.net.

Indices and tables