![]() ![]() ![]() Keep also in mind that the grid step is fixed, so don't try to design giant surfaces for which there might be too many points to handle. Note that if you select more than a room, they must be at the same elevation to be able to use this plug-in. These properties are saved with the SH3D file. The entered elevations are stored in properties of the rooms to be able to edit again a new shape if the resulting one isn't correct, and you may even enlarge the dimensions of these rooms meanwhile. The Reset elevations button will reset all the elevations already set. Pressing the Escape key will escape the current elevation change. When alignment is on (activating it can be done by pressing Shift key), points around the dragged point are more or less elevated along all the current horizontal axis. When magnestism is off (toggling magnetism can be done by pressing Alt key under Windows or command key under macOS), only the elevation of the dragged point is changed. When magnestism is on, points around the dragged point are also more or less elevated according to their distance to that point. You may zoom in and out with mouse wheel or with a drag and drop in the empty zone while pressing Alt key. You may turn around the preview of the terrain by dragging and dropping the mouse in the empty zone around the preview. The dialog box of the plug-in is resizable. Here are a few options to help you design a terrain more efficiently: Once you click on OK, a new shape is generated and used as the 3D model of a new piece of furniture added to the edited home and placed over the selected rooms. It displays a 3D preview of the rooms on a grid where you can move up dans down the grid points with the mouse to generate a shape like the following one. Once this plug-in is installed, the following dialog box is shown when you choose the additional Tools > Generate 3D terrain from rooms menu item (en français, le menu Outils > Générer terrain 3D à partir des pièces), after selecting some rooms in the plan. ![]() ) with several rooms on one side.Here's the Terrain Generator plug-in (111 kB) able to generate some terrain shapes from one or more rooms. I did not meant automatic room placement.Īs an example, I have a long hall (hallway, corridor. The placement of the rooms would be defined basically as "first wall width + first room width + second wall width + second room width +. Recently, I've played around a bit with AI generators, and although they produce something that vaguely resembles a house, they're impossible to live in because of the haphazard orientation of the rooms. It seems to me relatively easy to define a set of rooms with a few basic parameters, but how would you define the placement of rooms relative to each other? Just if I should publish the code once it is eventually finished.Įven if only as a thought experiment, it would be interesting to see how such a script would work. Would anybody be interested in such feature? If no, I would create a Python tool for this kind of scripting, producing a XML file loadable by SweetHome3D. In an extreme case, the home would be "scripted". In reality, I would have many such rooms and walls, stacked together, dimensions of each room being independent parameter and I would like to define these parameters and see the result "easily" (without manual redrawing). I would like to have an option to resize the room based on given dimensions (width and height), without a need to redraw it manually. ![]() I would like to use SweetHome3D "parametrically".Īs a minimum example, assume a rectangular room surrounded by walls. This topic has been viewed 3086 times and has 4įirst of all, thanks a lot for this amazing program! Thread Status: Active Total posts in this thread: 5 Sweet Home 3D Forum Category: Open discussions Forum: Sweet Home 3D bar Thread: Parametrically defined or scripted home ![]()
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