[Gn] Procedural City Store Signs From Text
Parameters
ALL
TEXT HAS OVERLAPS?
Connects shapes when font and text produces overlaps
TEXT DEPTH
The amount of depth extrusion
OUTSIDE METAL THICKNESS
Defines the thickness of the lateral metal coating
BEVEL AMT
The amount of bevel for the inner and outer part. This is just connected to a separate bevel modifier.
MATERIAL TEXT OUTSIDE
Choose a box mapped metal material for the outside parts
MATERIAL TEXT INSIDE
A special box mapped emissive material that has to use a specific node layout, with custom parameters. Duplicate the existing one for adjustments.
MATERIAL TEXT BACKSIDE
Choose a box mapped metal material for the back parts
RENDER SPIKES?
Enables or disables Pigeon Defense Spikes
MATERIAL SPIKES
Choose a box mapped metal material for the spikes
SPIKES DELTA X
Distance between Spikes on the X-axis (ordered distribution)
SPIKES DELTA Y
Distance between Spikes on the Y-axis (ordered distribution)
SPIKES RANDOM DISTRIBUTION?
Switches between ordered and random positioning of the spikes
SPIKES SPAWN GEO ANGLE (0-1)
Angle tolerance of the spawn. Up to which surface angle can spikes be placed?
SPIKES DETECTION QUALITY
Detection quality of potential spawn positions on inner letter counters. This will scan the Z axis at different levels. (ordered distribution)
RANDOM DIS DENSITY
Amount of rendered Spikes in the random distribution mode.
RANDOM DIS MIN DISTANCE
Minimum distance between single spies to avoid clusters.
RANDOM DIS SEED
Seed of the randomness, change for a different look.
SPIKES INSET
Insets spike position on the Y-Axis (Distance from edge)
SPIKES EDGE PROXIMITY DELETE
Min distance of spikes from hard edges (Deletes spikes that are too close)
DUAL SPIKES?
Switches between single or angled dual spikes.
SPIKES ROTATE TO CHAR FORM (0-1)
Slide between spikes being Z-axis directed or normal directed
SPIKES QUALITY
Amount of vertices used for spikes.
SPIKES RADIUS
Radius/Size of Spikes
SPIKES HEIGHT
The height of spikes.
SPIKES ANGLE SELF
Separating angle of Dual Spikes
EMISSION COLOR
Color value that will be transfered to the shader.
EMISSION STRENGTH
Emission Strength value that will be transfered to the shader.
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