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Generators and scenes

The Voxel Generators section fills a model with things you did not draw: terrain, trees, water, buildings, caves, whole scenes. Every generator works on the model you have selected, and every press is one undo step.

  1. Select (or enter) a voxel model. A bigger grid gives a generator more room: try 128 or 256.
  2. Open Voxel Generators and click a generator in the grid ①.
  3. Adjust its Settings.
  4. Press Generate.

The Voxel Generators shelf with Terrain picked

Below the grid (scroll the sidebar down):

Terrain’s settings, Generate, and the Output panel

  1. The generator’s own Settings: here Terrain’s Island, which sinks the ground towards the edges.
  2. Generate, and Replace Last under it.
  3. Output: Add or Replace.
  4. Colours: Height Bands here, with a colour and a top height per band.

Replace Last (on by default) means pressing Generate again takes back the previous result first. Change a slider, press Generate, and the result is re-rolled rather than piled on top. Once you have edited the model since, it stops doing that, so your own work is never taken back.

Setting Meaning
Add Fill only empty space and keep everything already there
Replace Throw the model away and keep only what is generated
Single One colour throughout
Surface and Depth One colour for the top, another below it
Height Bands Colour by altitude (sand, grass, rock, snow), with a band count and a top height per band
Use Active Colour Take the first colour from the swatch you are painting with

Generators that only repaint (Weathering, Surface Pattern, Colour Randomiser, Colour Gradient) or only remove (Damage) hide Add/Replace, because it would make no difference.

Every generator has a Seed. The same seed and settings always give the same result, so if you like one, note its seed.

Every setting of every generator is listed in the Generators reference.

Generator For
Terrain Ground from five sources: Noise (fractal hills), Peaks (exactly the number of mountains you ask for, on flat ground), Dunes, Volcano, or a Heightmap image. Peakiness flattens valleys while keeping peaks; Terraces, Island and Basin reshape the result.
Platform One flat-topped block of land with cliff sides, arena-sized
Sky Islands Floating islands with grassy tops, rocky undersides and waterfalls
River A river carved across the ground from one side to the other
Water Level Floods every empty space below a waterline: sea, lakes, puddles
Caves Tunnels and caverns carved under the surface, or a cave block cut from solid rock if the model is empty
Craters Impact bowls with raised rims and dark ejecta
Generator For
Trees Branching trees standing on whatever surface is there
Rocks One hero boulder, or a field of them. Facets make stone, Squash makes slabs, Strata adds bands, Sink beds them into the ground.
Scatter Plants library shapes over the surface: trees, rocks, flowers, props. Filter by slope, height and density; limit it to a Selection.
Vines Hanging from ledges, climbing walls, or creeping over the ground, with leaves and branching
Clouds Puffs: rounded heaps on a level base, with the second colour on their undersides. Layer: a ragged sheet of cloud from noise.
Crystals Pointed crystal clusters on floors, walls and ceilings
Ore Veins Seams of ore colour threaded through rock
Coral Branching, brain, fan and tube coral and kelp on a seabed
Generator For
Buildings Houses, a village, a castle or a pier on the ground
City A street grid of towers, offices and houses on a levelled site
Monuments Pyramids, temples, pagodas, stone circles, obelisks, rock arches
Bridge A bridge across the river if there is one (run River first), otherwise over the narrowest gap it can find: stone, wood, rope or moon bridge
Walls & Fences Castle wall, field wall, palisade, fence or hedge round the model
Dungeon Rooms and corridors with walls and a floor. Each room becomes its own group.
Maze A perfect maze, or a braided one with loops
Paths & Fields Worn tracks joining points, or a patchwork of fields, over the whole model, the active group, or a selection
Ship A galleon, sloop or rowboat afloat as near the middle of the water as it fits, or wrecked on the bed
Generator For
Planet A round world with continents, seas and ice caps
Asteroids Lumpy rocks adrift through the model, or a belt of them

These change what is already there.

Generator For
Weathering Snow on tops, moss on shaded sides, grime in crevices
Damage Bites out of walls, crumbled tops, pitted surfaces. It turns a building into a ruin and only ever removes. Keep Bottom protects the ground; Broken Colour repaints fresh breaks.
Surface Pattern Bricks, tiles, checker, stripes, diagonal, weave, raked sand
Colour Randomiser Repaint from a weighted set of palette colours
Colour Gradient Repaint along a ramp between two palette entries
Generator For
Picture An image as a flat voxel picture, or a solid carved from front, side and top views

Generators are made to be pressed one after another, each in Add mode. Here’s Terrain, then Water Level, then Trees, on a 96³ model:

Terrain from noise, coloured by height bands

Water Level floods everything empty below the waterline

Trees stand on whatever ground is there

More recipes:

  • Island: Terrain (Replace) → Water Level → Trees → Rocks → Weathering
  • Ruin: Buildings → Damage → Vines → Weathering
  • Cave level: Caves → Crystals → Ore Veins → Scatter (props on floors)
  • Moon: Planet → Craters

Scatter, Rocks and Vines all find “the ground” the same way, so a boulder field and a wood over it agree about where to stand.

The Colour Randomiser and Colour Gradient take their colours from the swatches you picked in the palette.

  • Add Colours (Randomiser) adds every picked swatch at once. From Palette loads a palette and fills the list evenly from it (up to 64 colours).
  • Take Picked Swatches (Gradient) uses the two ends of the picked run. Shift-click one of a built-in palette’s eight-step ramps and the gradient becomes exactly that ramp.

Gradient options: Direction (X, Y, Z, Radial or Spherical), Fit (across what it paints, or across the whole model so separate parts line up), Steps (flat bands), Bias and Dither.

Both can be limited to the Active Group.

Pick an image in Blender, then choose:

  • Flat Picture: one voxel per pixel, standing up in the View you choose, Thickness voxels deep.
  • Carve From Views: two or three images (front, side, top) each cut through the block, leaving only what all of them agree is solid. It’s a quick way from a character sheet to a blocked-out figure.

Width sets how many voxels wide the result is, and Mirror flips it. Colours are matched to the model’s palette.

The Scene generator runs a recipe of other generators in order: ground, water, rocks, trees, weathering, clouds. One press builds a finished scene.

Setting Meaning
Scene The preset (below)
Seed One number seeds every step
Sea Level How high the water comes, as a fraction of the grid (0 for none)
Vegetation, Rocks How much of each, 0 for none
Clouds, Weathering On or off
Cutaway Opens the front of underground scenes so you can see into the caves
Water Colours Gives the water palette entries a real water surface

The Island preset of the Scene generator, in one press

The 33 presets: Highlands, Island, Canyon, Forest, Winter, Ruins, Swamp, Desert Oasis, Volcano, River Valley, Crystal Cavern, Mine, Mushroom Grotto, Village, Farm, Harbour, Graveyard, Floating Islands, Castle, Modern City, Space, Tiny Planet, Sci-fi Colony, Coral Reef, Pirate Cove, Frozen Lake, Jungle Temple, Egyptian Desert, Stonehenge Moor, Zen Garden, Mountain Pass, Walled Town, Battlefield.

A Scene is a starting point: every step it ran is a normal edit, so keep building on top of it.