Table of Contents
ToggleIntroduction
iCity is a professional procedural city generation add-on for Blender, designed to create realistic urban environments using Blender's Geometry Nodes system. Whether you're working on architectural visualization, game development, film production, or any project requiring detailed cityscapes, iCity provides the tools to build complex urban environments efficiently.
This documentation provides a comprehensive reference for all features, properties, and workflows available in iCity.
General Overview
iCity is built around the principle of transforming complex urban design into a streamlined, procedural workflow. The system provides a logical pipeline where:
- Roads define the city structure
- Blocks are generated around these roads
- Plots and building masses are created automatically
- Landscapes and environment elements fill the gaps
- Lighting, materials, and visual systems transform the output into a production-ready city
iCity relies heavily on Geometry Nodes for procedural logic, with Python tools handling workflow automation, cleanup, UI enhancements, and exporting. This combination allows the add-on to remain non-destructive, editable, and fast to iterate on.
The export system is designed to be seamless. iCity provides a background export mode that runs without interrupting the user's workflow and supports GLB, FBX, and USD outputs when needed.
Visual Experience and Rendering Quality
Beyond procedural logic, iCity places great emphasis on its visual experience. A city is more than geometry — it is atmosphere, mood, and realism. For that reason, iCity includes multiple visual subsystems:
Parallax Rooms
Buildings can display parallax interiors, giving depth and illumination without expensive geometry. This makes windows appear alive during both day and night.
Lighting System & Night Mode
iCity includes automatic lighting features such as window illumination, streetlights, color variation, and nighttime ambience. With a single toggle, the user can transform the entire city into a cinematic night scene.
Wet Ground Materials
Special procedural materials simulate wet pavement and reflective surfaces, enhancing realism in rainy, nighttime, or stylized cyberpunk scenes.
Optimized Assets
iCity uses a fully curated asset library, designed with consistent topology, optimized materials, and guaranteed compatibility. Custom external assets are not supported at this stage, ensuring stability, predictability, and performance.
Performance and Algorithms
Performance is a core pillar of iCity. A procedural city can easily reach millions of polygons, so the system is intentionally engineered around speed, efficiency, and logical data management.
Light Mode
A lightweight generation mode allows rapid previews, quick layout testing, large-scale prototypes, and iteration without delay. This mode avoids heavy geometry and detailed materials, updating significantly faster.
Optimized Algorithms
iCity's procedural logic is structured in layers: Roads → Blocks → Plots → Buildings → Environment. Each layer is computed efficiently, minimizing unnecessary recalculations.
Additional optimization techniques include:
- Use of instancing
- Modular GN structures
- Isolated computation zones
- Minimized node dependencies
Python Workflow Helpers
Python tools support Geometry Nodes by managing cleanup, UI logic, procedural baking when required, background export, and large-scale scene processing. This blend of GN + Python provides the best balance of speed and control.
Challenges and Future Work
iCity's development required solving several challenges related to how Blender handles large procedural systems.
Blender Limitations
Blender's node evaluation can become heavy when dealing with large road networks, dense buildings, and many instanced objects. Solution: A modular node structure with strict optimization rules, supported by Python-side tools to reduce strain on the node system.
Custom Assets Issue
Allowing arbitrary external assets introduces inconsistent topology, unpredictable GN behavior, dramatic performance drops, and broken procedural relationships.
Future Work — iCity2
The long-term plan includes iCity2, which will introduce faster algorithms, simplified workflows, improved visual logic, and enhanced performance on very large scenes.
Road System
The road system is the foundational layer of iCity. Every block, building, park, parking lot, tower cluster, and farmland area begins with the geometry defined by the roads. The entire city's logic flows outward from the road network — making it the most essential element of the procedural workflow.
iCity's road engine is designed to be simple to use, highly flexible, and fully procedural. It transforms the base mesh of iCity into a structured, multi-lane city layout, and then uses these shapes to generate blocks and buildings in later stages.
This chapter explains how roads work, how they interact with other systems, how they generate blocks, and what parameters control their procedural behavior.
3.1 How the Road System Works
iCity's road system is mesh-based. The user has a base mesh called iCity Base; the user edits this mesh in the edit mode and this creates the general road layout, and the procedural system converts them into:
- Road meshes
- Intersection logic
- Block boundaries
- Sidewalks
- Offsets
- Procedural widths
The workflow follows a simple chain:
- User draws the main curves
- iCity converts those curves into procedural road geometry
- The road edges produce "islands" that become blocks
- Each block then generates buildings or landscapes depending on its selected type
Everything remains fully procedural — moving or editing a curve updates the entire city.
3.2 Road Types & Hierarchy
iCity currently generates roads using a lane-based and width-based system. The user can define:
- Main roads
- Side roads
- Small alleys or pathways
Each category uses different width presets and influences the block shapes around it.
Main Roads
These are the widest roads and define large-scale city organization. They tend to create:
- Business districts
- Tower zones
- Large blocks
- Wide sidewalks
- Larger building setbacks
Side Roads
Medium-width roads used for standard urban neighborhoods. They typically generate:
- Grid blocks
- Terrace areas
- Mixed residential districts
Alleys / Pathways
The smallest road category, used for tight layouts, suitable near parks, useful for irregular blocks, and essential for suburban or older-city styles.
3.3 Road Geometry Generation
The road mesh is generated procedurally using Geometry Nodes. Core behaviors include:
- Automatic width scaling
- Smooth bending around corners
- Beveled borders
- Curved and angled intersections
- Procedural sidewalks
The road automatically adapts to curve shape, angle changes, curvature, road category, and distance to other roads.
3.4 Intersections
Intersections are generated automatically whenever two or more roads intersect. iCity supports:
- T-junctions
- Crossroads
- Multi-way intersections
- Acute and obtuse angles
- Irregular shapes
The system automatically blends road width differences, sidewalk continuity, corner rounding, and inner gaps and overlaps. Intersections update in real-time as the user edits curves.
3.5 Sidewalks & Border Logic
Sidewalks are part of the road mesh and are influenced by road type, density settings, environment options, and block type. Sidewalk features include:
- Procedural width
- Curvature adaptation
- Consistent thickness
- Night-mode lighting compatibility
The sidewalk edges are used to define the block boundaries.
3.6 Block Generation from Roads
Once the roads are generated, iCity runs a polygon-detection algorithm that finds enclosed shapes between roads. These polygons become blocks. This happens through:
- Edge extraction from road geometry
- Offsetting and cleanup
- Polygon closing
- Island detection
- Assigning blocks their IDs
Once generated, each block can be assigned a type: Grid, Tower, Terrace, Parking, Parks, Green Area, Farm, or Empty. Any modification to the roads instantly updates all blocks.
3.7 Road Parameters & Controls
All road settings are easily accessible in the iCity interface. The key parameters include:
Width Controls
- Main road width
- Side road width
- Alley width
- Custom width multipliers
Sidewalk Options
- Thickness
- Width
- Smoothness
Spacing & Offsets
- Block offset from center
- Distance between road and buildings
- Curvature smoothing
Visual Properties
- Materials
- Night-mode behavior
- Wet ground compatibility
3.8 Road Variations & Patterns
To help create more realistic cities, iCity supports natural variation:
- Slight random width changes
- Angle-based corner behavior
- Adaptive subdivision
- Controlled irregularity near complex shapes
This makes road layouts feel more organic and less "perfect".
3.9 Performance Considerations
The road system is designed to be as light as possible. Key performance features include:
- Procedural instancing
- Curve-based logic (minimal geometry)
- Single evaluation of intersections
- Optimized block extraction
- Support for Light Mode
Roads recalculate faster than buildings since they are the first and simplest layer.
3.10 Tips for Better Road Layouts
- Use smooth curves for large districts: Allows natural block formation.
- Combine main roads with alleys: Creates realistic tension between big and small blocks.
- Avoid extremely sharp corners: The intersection system handles them, but smoother geometry gives better results.
- Use different widths strategically: Main roads = commercial, Side roads = residential, Alley roads = older districts or terrace zones.
Blocks System
Blocks are one of the core layers of iCity's procedural workflow. Every road network in iCity automatically creates enclosed shapes, and these shapes become the "blocks" that define the structure, density, and purpose of different urban zones.
Each block type represents a distinct urban function, with its own procedural rules for building generation, spacing, massing, vegetation, and visual behavior. This chapter explains all iCity block types in depth, how they operate, and what they are used for.
2.1 How Blocks Work in iCity
Blocks are generated automatically from the road system, and each block can be assigned a type. The block type determines:
- How the area is subdivided
- What kinds of buildings or elements are generated
- How heights, density, and spacing behave
- How the environment is placed around structures
- How visual systems (lights, parallax, materials) apply
The current version of iCity includes the following block types: Grid Block, Towers Block, Parking Block, Terrace Block, Parks Block, Green Area Block, Farm Block, and Empty Block (Custom Scenes).
2.2 Grid Block
The Grid Block is the most common and versatile block type in iCity. It is used for urban neighborhoods with mid-rise buildings arranged in structured layouts.
Purpose
- Residential districts
- Mixed-use low-rise areas
- Dense city neighborhoods
- Apartment clusters
Subdivision Logic
Grid blocks use a procedural subdivision system that creates a grid of rectangular lots inside the block. The system adapts to block shape, road curvature, and internal angles. It supports different grid resolutions, dynamic lot spacing, and alternating building patterns.
Building Massing
Buildings are generated procedurally with height ranges, facade variations, parallax room integration, and realistic window distribution. Optional central courtyards add variety.
2.3 Towers Block
The Towers Block creates futuristic or high-density districts composed of tall towers and skyscrapers.
Purpose
- Business districts
- High-rise residential zones
- Futuristic city areas
- Downtown environments
Placement Logic
Towers are distributed procedurally, spaced according to density parameters, and scaled using height curves. The system adapts tower placement to block shape and maintains safe offsets between towers.
2.4 Parking Block
The Parking Block generates surface parking lots, often used between buildings or in suburban/industrial zones.
Purpose
- Public parking lots
- Commercial area service zones
- Industrial support areas
- Temporary open-space fillers
Procedural Elements
Parking lots include marked parking lines, pedestrian lanes, entrances and exits, optional vegetation strips, and lighting poles.
2.5 Terrace Block
The Terrace Block generates terrace-style low-rise buildings arranged in long, repeated bands.
Purpose
- Low-rise residential areas
- Mediterranean / European-style streets
- Human-scale neighborhoods
- Perimeter housing systems
2.6 Parks Block
The Parks Block generates structured green spaces with walking paths, trees, grass fields, benches, and green clusters.
Purpose
- City parks
- Public open squares
- Community recreation zones
2.7 Green Area Block
The Green Area Block creates fully natural zones with minimal structure. It is the simplest and lightest one performance-wise, including grass fields, scattered trees, shrubs, and wild patterns.
2.8 Farm Block
The Farm Block generates rural-style agricultural land with crop patches, dirt patterns, fenced areas, and scattered farm structures.
Purpose
- Outskirts
- Rural zones
- Landscape transitions
- Special environment themes
2.9 Empty Block (Custom Scenes)
The Empty Block is a special block type that generates nothing by default. Despite iCity not yet supporting custom procedural assets, the empty block gives creators freedom to place Blender objects manually without interfering with iCity's logic.
Purpose
- Manually placing custom scenes
- Inserting your own props
- Mixing procedural and handcrafted design
- Camera staging areas
- Architecture-specific designs
Export System
The Export System in iCity is designed to help users take their procedural cities out of Blender and into external tools, game engines, rendering software, simulation platforms, and production pipelines. Because a full city can become very heavy, iCity uses a special background export process that prevents Blender from freezing or interrupting the user's workflow.
This chapter explains how export works, what formats are supported, how geometry is processed, and how users can control the export behavior.
An Export Process
Exporting from iCity is built around three principles:
- Do not interrupt the artist's workflow
- Convert procedural geometry into stable, production-ready meshes
- Support external pipelines such as Unreal, Unity, Omniverse, and other tools
Exporting is handled by a background Python subprocess, which loads the scene, processes all iCity geometry, converts Geometry Nodes instances into real meshes, applies cleanup logic, and writes files in the chosen format. Meanwhile, the user can continue working normally inside Blender.
4.2 Supported Export Formats
iCity supports exporting to the most commonly used formats in modern pipelines:
GLB / GLTF
Recommended for:
- Real-time engines
- Web applications
- Lightweight pipelines
- Asset streaming
FBX
Recommended for:
- Game engines
- Large-scale simulation tools
- Traditional DCC workflows
USD / USDA / USDC
Recommended for:
- Omniverse workflows
- Large environments
- High-fidelity visualization
- Multi-application pipelines
4.3 Background Export System
One of the biggest challenges in exporting complex environments is Blender freezing during mesh conversion, node baking, instancing, merging, and file writing. To solve this, iCity uses a dedicated background script that runs outside Blender's main UI, loads the needed data, processes everything independently, and produces the final exported files.
Advantages
- Blender stays responsive
- Large exports do not crash the main scene
- Users can continue modeling or editing
- Exporting becomes stable even with very heavy cities
Note: Although the system runs externally, the user doesn't need to deal with scripts — everything is automated from within the iCity interface.
4.4 What Gets Exported?
The export system includes all finalized geometry from iCity:
- Buildings (grid, towers, terrace blocks, etc.)
- Roads and sidewalks
- Park areas
- Farmlands
- Green zones
- Parking lots
- All Parametra assets used by the block types
Procedural data gets converted into standard mesh objects, merged or split geometry depending on settings, clean object names, and organized collections. Geometry Nodes no longer exist in exported files — everything becomes stable mesh objects.
4.5 Export Options & Settings
Users can control how the geometry is exported using options such as:
Mesh Processing
- Join all geometry
- Keep objects separated
- Reduce mesh complexity
- Apply modifiers
- Triangulate
Object Filtering
- Export only selected blocks
- Export current district
- Export the entire city
Material Controls
- Baked materials
- Clean materials
- Placeholder materials (if desired)
4.6 Export Performance Tips
To ensure smooth exports:
- Use Light Mode when previewing: It keeps the viewport fast before exporting the full-resolution city.
- Export large scenes in separate districts: This reduces processing time and file size.
- Keep Geometry Nodes clean: Avoid unnecessary manual edits to procedural models.
- Use simplified materials when targeting game engines: It helps reduce file size during GLB or FBX export.
4.7 Debug Information & Export Logs
The export process generates status files, log files, progress percentages, and error messages (if any). These help troubleshoot any unusual cases such as invalid geometry, missing materials, file permission issues, and memory crashes. The logs are written automatically during the background export.
4.8 Limitations
While the export system is powerful, there are a few limitations:
- Custom assets are not supported in procedural generation (but can be manually added after export).
- Very large cities may still require splitting the export into smaller districts.
- Some materials may look slightly different in external engines and may need retuning.
- Procedural effects (parallax rooms, procedural windows, etc.) are exported as baked geometry/materials — not as procedural effects.
Themes
iCity includes a theme system that changes the entire visual identity of the generated city. Themes affect materials, lighting behavior, building styles, atmosphere, and sometimes the distribution of assets. Themes allow users to switch between completely different city styles without changing the underlying procedural logic.
The first major theme in iCity is the Cyberpunk Theme.
5.1 Cyberpunk Theme Overview
The Cyberpunk Theme transforms the city into a neon-lit, high-contrast, futuristic environment inspired by sci-fi urban aesthetics. It is designed to instantly convert any iCity layout — towers, grid blocks, terraces, parks — into a cinematic cyberpunk scene.
The goal of the theme is not to modify procedural logic, but to replace the visual layer of the city: materials, lighting, color palette, window behavior, street wetness, emissive surfaces, and neon accents. The geometry stays the same — the theme only changes how it looks.
5.2 Visual Style & Atmosphere
The Cyberpunk theme pushes the city towards a dark, saturated, and reflective atmosphere. Key visual elements include:
Neon Lighting
Buildings and streets gain strong neon highlights in pink, purple, blue, cyan, and magenta. These colors are balanced to create depth and contrast.
Heavy Reflections
Wet materials make the ground reflective, emphasizing neon glow, street lights, and building windows. This wet style works especially well at nighttime.
Dark Base Materials
The main city surfaces become darker (asphalt, concrete, building bodies, rooftops), which amplifies the effect of neon accents.
5.3 Window & Parallax Behavior
Windows behave dramatically in this theme:
- Parallax interiors become neon-lit
- Windows glow brighter
- There is more variation between floors
- The intensity depends on building type
Even at a distance, buildings feel "alive" due to the light variation. Windows do not use a single tone — instead they randomly cycle among electric cyan, deep purple, cool blue, and bright warm pink. This randomness gives the skyline a believable complexity.
5.4 Ground & Environment Effects
The Cyberpunk theme includes a unique ground material with high gloss wetness, darker asphalt, subtle noise patterns, and neon reflections baked into the shader behavior.
Environment elements such as trees, parks, and terrain adjust their colors and shading for better contrast at night. Streetlight intensity increases automatically when the theme is active, providing a clearer path grid for the viewer.
5.5 Building Surface Materials
Towers and grid buildings receive special cyberpunk shaders, including emissive stripes, glowing edges, tinted windows, reflective facades, and sci-fi inspired surface patterns. Each building type has a variation designed to preserve realism while enhancing futurism.
Towers in Cyberpunk Mode
Towers look particularly cinematic due to vertical neon rings, strong reflections, deep shadows, and high parallax contrast. This theme makes Tower blocks ideal for night renders.
5.6 Color Palette & Lighting Model
The Cyberpunk Theme uses a carefully balanced palette based on:
- Magenta as the primary highlight
- Cyan as the secondary
- Blue & Purple as base tones
- Warm pink for scattered accents
Lighting is intentionally exaggerated to emphasize depth, reflection, and futuristic atmosphere.
5.7 Performance Considerations
The Cyberpunk Theme has little impact on procedural performance, but it may affect viewport rendering speed due to reflective ground, multiple emissive layers, heavy parallax interaction, and neon materials.
Tips
- Use Material Preview instead of Rendered View until final shots
- Enable Light Mode for structure editing
- Switch to final materials only before rendering
- Prefer Eevee for cyberpunk animations
- For final realism, use Cycles with limited bounces
5.8 Usage Tips & Best Practices
- Best for Night Mode: The theme is designed around darkness and neon. Enable night mode for the best results.
- Towers & High-Density Areas Shine Best: Tall buildings emphasize reflections and neon effects.
- Use Wet Roads: This enhances reflections and the cinematic feel.
- Add Fog or Atmospheric Volume: Light fog + neon colors create the perfect sci-fi look.
- Use Narrow Streets in Some Areas: Alleys with neon lighting look extremely atmospheric.
Integration With Parametra Products
iCity is part of a larger ecosystem of procedural tools developed by Parametra Technologies. Each product is designed to work independently, but when combined, they form a unified world-building pipeline inside Blender — one that extends across environments, vehicles, crowds, and soon, a cloud-powered generation system.
This chapter explains how iCity integrates with the other Parametra products, introduces the vision behind ICT2 and cloud processing, and provides examples of workflows and usage scenarios.
6.1 The Parametra Ecosystem
Parametra's city-generation tools are designed as modules that plug naturally into each other:
- iCity — procedural cities
- iCars — vehicle and traffic simulation
- iCrowds — crowd and agent simulation
- ICT2 (in development) — cloud-based city generation core
Each product focuses on a specific layer of the world-building problem. When combined, they create a complete real-time urban simulation environment suitable for films, games, autonomous driving training, interactive experiences, research, and architecture and urban visualization.
6.2 Integration With iCars
iCars is Parametra's system for vehicle movement, traffic logic, and driving simulation. It integrates directly with iCity in several ways:
Road-Based Integration
iCars uses iCity's road curves and lanes to generate traffic paths, autonomous cars, procedural vehicle placement, multiple-lane behavior, and intersection logic. iCity roads provide the structure — iCars provides the movement.
Use Cases
- Traffic animations
- Cinematic driving shots
- Autonomous vehicle simulation environments
- Previewing road network behavior
- Transportation visualization
6.3 Integration With iCrowds
iCrowds is Parametra's crowd simulation system, designed for generating and animating groups of humans inside Blender.
Block-Based Integration
iCrowds uses iCity's environment to place walkable paths, generate street crowds, populate parks, simulate pedestrian movement, and create loops and complex behaviors.
Use Cases
The combination of iCity + iCrowds enables:
- Urban crowd animation
- Cinematic street scenes
- Public-space simulation
- Evacuation research
- Festival or market animations
6.4 ICT2 — The Next Generation of City Building
ICT2 is the future evolution of iCity — a next-generation architecture focused on cloud-powered, scalable, and ultra-fast city generation.
While iCity works entirely inside Blender, ICT2 will shift the heavy logic to a cloud backend, allowing extremely large city generation, RAM-free client-side workflows, multiple design styles and presets, faster procedural algorithms, cloud storage for projects, real-time preview streaming, and automatic version tracking.
How It Will Integrate With iCity
iCity will act as the input and editing interface, while ICT2 becomes the generation engine. The workflow:
- User designs roads, blocks, districts in Blender (iCity)
- The data is sent to ICT2 in the cloud
- ICT2 generates high-quality buildings & environment
- Results are streamed back into Blender for editing or exporting
This allows iCity creators to build cities far larger than their hardware normally supports.
6.5 Example Production Pipelines
Below are sample workflows showing how iCity integrates with iCars, iCrowds, and ICT2.
Example 1 — Cinematic Movie Shot
Pipeline:
- Create the city in iCity
- Apply Cyberpunk theme for visuals
- Use iCars for vehicle movement
- Use iCrowds for pedestrians
- Render in Eevee/Cycles
Example 2 — Autonomous Vehicle Training Simulation
Pipeline:
- Generate roads and blocks in iCity
- Export road curves to simulation tools
- Use iCars to simulate traffic behavior
- Add human movement with iCrowds
- Export to Unreal/Unity via GLB/FBX/USD
Example 3 — Large City Layout Using ICT2 Cloud (Future)
Pipeline:
- User creates a district layout in Blender with iCity
- ICT2 generates high-density buildings in the cloud
- The result is streamed back into the scene
- iCars + iCrowds animate the city
- Export or continue working
Problems & Solutions
As with any procedural system, users may encounter challenges during modeling, planning, or exporting complex cities. This chapter provides a set of common issues, explanations, and practical solutions. It also includes a FAQ section to address frequently asked questions about iCity's workflow.
7.1 Modeling Issues & Solutions
Problem 1 — Roads not generating clean blocks
Sometimes, after drawing many curves or intersecting roads, users may notice irregular block shapes, broken polygons, missing blocks, or overlapping areas.
Cause: The road geometry may contain self-intersections, extremely sharp angles, incomplete loops, or overlapping control points.
Solution:
- Smooth sharp corners
- Ensure curves fully connect
- Avoid duplicate points or overlapping segments
- Use fewer extremely small alleys around large blocks
- Slightly adjust curve positions to re-trigger block detection
Problem 2 — Blocks look too stretched or too small
Some block shapes may appear visually unbalanced.
Cause: Road spacing may be inconsistent, or the block offset value may be too large or small.
Solution:
- Adjust Road Width or Block Offset
- Introduce extra alleys to break oversized blocks
- Reduce the scale of sharp curves
- Use grid blocks for balanced density
Problem 3 — Buildings overlapping or too close
Certain block types (especially grid or terrace) may produce dense results.
Cause: Small block area, small spacing parameters, or high density settings.
Solution:
- Increase Building Spacing parameter
- Increase Lot Size
- Use "Light Mode" to preview block shapes before finalizing
- Switch to Empty Block or Green Block for special shots
Problem 4 — Towers generating too close or uneven
Cause: Extreme angles in block shape, irregular block boundaries, or very thin blocks.
Solution:
- Adjust tower spacing multiplier
- Widen alley roads to reshape blocks
- Switch thin blocks to Terrace Block or Empty Block
7.2 Planning Issues & Solutions
Problem 5 — City looks repetitive
Even with procedural systems, repetition may occur.
Cause: Low material variety, consistent building sizes, or lack of mixed block types.
Solution:
- Mix block types (Grid + Towers + Terrace)
- Activate Cyberpunk theme or Night Mode for variety
- Add parks and green areas as separators
- Increase randomness in height settings
Problem 6 — City feels unnatural or too "perfect"
Cause: Real cities have imperfections — perfect grids can sometimes look artificial.
Solution:
- Add diagonal roads
- Use alleys for softer transitions
- Add parks or irregular green areas
- Introduce slight curve noise in major roads
Problem 7 — Too many huge blocks
Solution:
- Add intermediate roads
- Use alley networks to split districts
- Change some blocks to Empty or Park blocks
7.3 Technical Issues & Solutions
Problem 8 — Export freezing or Blender not responding
Cause: Attempting to export large procedural geometry directly.
Solution:
- Always use Background Export System
- Avoid exporting while in heavy Render Mode
- Export district-by-district if the city is massive
Problem 9 — Materials look different in external engines
Cause: Differences in shading models (GLTF/FBX/USD vs Blender materials).
Solution:
- Use simplified color-based materials for game engines
- Rebuild complex shaders directly in Unreal/Unity
- Bake procedural features before export
Problem 10 — Viewport too slow
Cause: High geometry density, heavy Cyberpunk materials, or full-resolution parallax.
Solutions:
- Enable Light Mode
- Temporarily disable parallax windows
- Use Material Preview mode
- Hide layers not needed in viewport
- Use "Bounding Box" display for heavy blocks
7.4 Frequently Asked Questions (FAQ)
FAQ 1 — Can I use my own assets in iCity?
Not yet. Custom assets cause instability in procedural logic. Only Parametra assets are currently supported.
FAQ 2 — Can I generate a full city automatically?
Yes. As soon as you draw the main roads, iCity generates blocks, buildings, parks, green zones, and towers. Everything updates procedurally.
FAQ 3 — How do I fix strange block shapes?
Smooth sharp road corners, ensure roads form proper closed loops, reduce overlapping curve points, and adjust block offset settings.
FAQ 4 — How do I get the best Cyberpunk look?
Enable Night Mode, activate the Cyberpunk theme, use wet ground material, add fog in the atmosphere settings, and leverage tower blocks for reflections.
FAQ 5 — Can iCity work with iCars and iCrowds?
Yes. The road system directly feeds iCars paths, and iCrowds populate parks, sidewalks, and districts automatically.
FAQ 6 — Is ICT2 required for iCity?
No. iCity works fully offline and inside Blender. ICT2 will be an optional cloud extension.
FAQ 7 — How large can the city be?
Very large (tens of thousands of buildings). Performance depends on hardware and viewport mode. Exporting large cities should be done in background mode.
FAQ 8 — My towers are missing or not generated properly. Why?
Block shape too thin, road spacing too tight, or tower spacing too small. Fix by widening roads or choosing Grid/Terrace blocks instead.
Frequently Asked Questions (FAQ)
Q: Can I use my own buildings or assets with iCity?
Not yet. iCity currently
works with Parametra's optimized asset library only.
Q: Can iCity generate full cities automatically?
Yes. Roads, blocks, buildings,
and landscapes can all be generated procedurally.
Q: Is exporting supported?
Yes. iCity includes a background export method
designed to avoid workflow interruption.
Q: Does iCity work with iCars and iCrowds?
Yes. The add-ons are designed to
complement each other and can be used together.
Q: Can I customize the building style?
Yes — through parameters, variations, and
procedural controls built into the system.