Manual / The cloud / Single materials & propsiCity 2 · Windows

Single materials & props

One material or one prop, generated or re-rolled on its own, without putting the whole city through a theme job. It is the cheapest thing the cloud does and the fastest to come back, and it is how you fix a single wrong surface once a city is already dressed.

The fast lane

A theme job dresses the whole city and takes about twenty minutes. A single-asset job makes one material or one prop and comes back in a minute or two. Use it when the city is already dressed and one thing is wrong: the asphalt is too clean, the benches are the wrong period, a facade wants a brick you do not have.

The lane is the same in both directions. Generate makes a new asset from a description. Regenerate makes another version of an asset the cloud already made for you. Both land in your local library, and both are tracked in the same composer thread a theme job uses.

  • You have to be signed in. Without a session the submit is refused and the log reads Sign in first to generate assets.
  • No city is required. Only a theme is blocked in an empty scene. A single material or prop is generated into your library and does not need a city to exist.
  • Only cloud assets can be regenerated. An asset you put in your own custom folder has no cloud identity, so Regenerate, Generate Model and Generate PBR all skip it. See Your own assets.
Note

If what you actually want is a whole new look for the city, this is not the lane — Generating a theme covers the prompt, the guide review and the dress that follows.

Opening the generator

Every route ends at the same popup, headed Generate with AI, with four tabs across the top: Prop, Material, Screenshot and Theme. What you pressed decides which tab it opens on and whether the footer button reads Generate or Regenerate.

Where you press itWhat opens
The button on a material card in a DESIGN modeThe popup on the Material tab, ready to generate. The button's tooltip names the card: Generate a new Asphalt material with AI.
Generate with AI in the asset browser, with nothing selectedThe popup on the tab matching the kind you were browsing.
Regenerate in the asset browser, with an asset selectedThe same popup, with the selected asset shown as the source and the footer button reading Regenerate.
The quick rows under the composer on the Theme screen✎ Edit a material and ⬒ Edit a prop open the popup on the Material and Prop tabs.
Note

The quick row is labelled Edit a material, but it opens the generator on the Material tab, which makes a brand new material. The composer mode that edits assets already in your scene is a different control — the + menu described in Regenerating what is in the scene, below.

single-materials-and-props-generate-popup.png

The Generate with AI popup open over the 3D viewport, Material tab active. Show the four tabs (Prop / Material / Screenshot / Theme), the body label 'Describe the material' with its placeholder 'e.g. wet cobblestone with moss in the cracks, PBR', the icon strip under the box (attach + pick-asset icons and the character counter), and the footer reading 'Est. cost: ~3 credits · ~2 min' on the left with Cancel and Generate on the right.

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The Generate with AI popup on the Material tab, with the estimate and the Generate button in the footer.
single-materials-and-props-composer-quick-rows.png

The DESIGN Theme composer signed in, on its opening screen with the greeting visible and no conversation yet. Show the prompt box and the three quick action rows beneath it: '✎ Edit a material', '⬒ Edit a prop', '▣ From a screenshot'.

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The three quick rows under the composer prompt box.

Generating a new material or prop

  1. Open the popup on the Material or Prop tab.
  2. Describe it in the box. A plain generate needs a description — an empty box keeps the popup open and does nothing.
  3. Optionally attach references. The attach icon under the box takes image files (PNG, JPG, JPEG or WEBP, up to ten), and the pick icon beside it lets you point at an asset already in your library as a style reference. These are this popup's own attachments and never touch the composer's tray.
  4. Press Generate. The popup closes and the log reads Generate material submitted…, then Job 3f2a1b9c created — analyzing.

If the cloud finds close matches in the library it pauses and opens a Library Suggestions dialog headed The library already has close matches: — each match offers Use this, and the bottom of the dialog offers None of these — generate new. Closing the dialog without choosing leaves the job waiting on the cloud, and the dialog says so: No decision sent — the job is still waiting on the cloud.

single-materials-and-props-library-suggestions.png

The native Blender dialog titled 'Library Suggestions' with the line 'The library already has close matches:' and two or three match boxes, each showing a preview thumbnail, the asset name, its category, and a 'Use this' button; below them the full-width 'None of these — generate new' button.

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The Library Suggestions dialog, offering existing library matches before the job generates anything.

When the job completes the asset is written into your library folder and the log names it. Nothing in the viewport changes on its own — assign the new material or prop from the card that needs it.

text
Saved 1 generated assets for 3f2a1b9c to the local library

Regenerating what is in the scene

There are two ways to re-roll something that already exists. Both send the same kind of job; they differ in how you point at the target.

One asset, from the browser. Open the asset browser, click the card, and press Regenerate. The Generate with AI popup opens with that asset as its source. Type an adjustment, or leave the box empty for a fresh variation of the original, and press Regenerate.

single-materials-and-props-picker-actions.png

The asset browser popup (title 'PICK A MATERIAL' or similar) with one card selected and outlined in the accent colour. Show the footer action row right-to-left: Assign, then the purple Regenerate button, then 'Add to group', plus the info line at the left of the same row.

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The asset browser footer with a card selected: Add to group, Regenerate and Assign.

Several at once, from the composer. In DESIGN › Theme, press the first icon under the prompt box — the +, whose tooltip reads “Generation options — what to generate, asset sourcing, editing modes”. The menu that opens has an Editing mode group at the bottom: choose Edit material or Edit prop. A pick icon appears in the composer's icon strip. Picking the mode you are already in switches it back off.

  1. Press the pick icon. The asset browser opens headed SCENE MATERIALS — PICK TO EDIT (or SCENE PROPS — PICK TO EDIT).
  2. Click cards to add and remove them. The footer counts them: 3 selected — the prompt edits these.
  3. Press Done. The picks come back as small tiles under the composer's prompt box; each tile has a × that drops it again.
  4. Type an adjustment and send, or send an empty prompt for a fresh variation of each. The report reads Regenerating 3 material(s) — see the log for progress.
single-materials-and-props-pick-to-edit.png

The asset browser popup titled 'SCENE MATERIALS — PICK TO EDIT' with three cards selected (accent outline and lit face), the footer info line reading 'N selected — the prompt edits these', and the Done button at the bottom right.

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The asset browser in pick-to-edit mode, counting the targets the prompt will act on.

Each picked target is its own job. Three targets means three jobs, three sets of credits and three results, and each one is logged separately as it goes out.

text
Regenerating material 'Asphalt Wet 02'…
Regenerating material 'Sidewalk Concrete 04'…
Warning

A target with no cloud identity is skipped, not generated. The log says which one: ‘My Brick’ has no cloud identity (local/custom asset) — skipped. If none of the picks are cloud assets the whole submit is cancelled with None of the picked targets are cloud assets.

Seeds, and what changes in the scene

A regenerated asset does not overwrite the original. It is stored as a new seed of the same asset, in its own folder beside the old one, so the version you were using is still there and still assigned.

In the asset browser, a card with more than one local seed carries a small badge at the bottom right of its preview reading more · 3. Click it to drill into that asset's versions — one card per seed, with a ← Back button and the heading Seeds of <name>. Selecting a seed picks that exact version, so an assign uses it.

single-materials-and-props-seed-badge.png

Two states of the asset browser side by side or stacked: first, a card whose preview carries the dark 'more · 3' chip at its bottom-right corner; second, the drill-down view after clicking it, showing the '← Back' button, the heading "Seeds of" followed by the asset name, and one card per seed version.

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The seed badge on a regenerated asset, and the seed drill-down it opens.

Nothing in the viewport re-skins by itself when a single-asset job finishes. The result is filed in the library; a material only reaches the city when you assign it from the card that owns that category, and a prop only reaches the city when a placement or scattering system uses it. The one exception is an asset generated from a scattering card, which is added to the system that asked for it.

Note

Assigning a material is covered in Materials, and putting a prop on elements in Props and placements.

Generate Model and Generate PBR

Some assets arrive short of a piece. A prop can exist as an image with no 3D model; a material can carry a config that asked for texture maps that were never produced. Those two cases have their own buttons, and they are not regeneration — nothing about the asset is re-decided, and the result lands on the same seed it came from.

  • Generate Model — a prop card marked No 3D model. Its tooltip reads This prop has no 3D model yet — generate one from its image. A prop without a model cannot be assigned, so this button stands in for Assign.
  • Generate PBR — a material card marked No PBR maps: This material has no PBR maps yet — generate them from its base colour.

Both act on the whole selection, one job per asset, and neither sends a prompt. While a job is in flight the card dims behind a Generating… pane and stops responding to clicks, so the same asset cannot be queued twice — that state survives closing and reopening the browser.

single-materials-and-props-generate-model.png

The asset browser with a prop card selected that has no 3D model. Show the small '!' warning icon at the top-right of its preview, the red 'No 3D model' label in the footer row, and the purple 'Generate Model' button where Assign normally sits. If possible include a second card already dimmed behind its 'Generating…' pane.

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A model-less prop: the warning badge, the red label, and the Generate Model button in the footer.
Note

Filling the gaps goes through both buttons in detail, including how to spot the affected cards in a library that just took a whole theme.

What it costs and how long it takes

The popup prints an estimate in its footer, beside Est. cost:, and it changes with the tab you are on. These are fixed figures built into the addon, not a live quote from the server.

TabWhat the footer prints
Material~3 credits · ~2 min
Prop~11 credits (est.)
Theme~219 credits · ~18 min

The material figure comes from completed jobs and is close. The prop figure is marked (est.) because it is the server's own formula rather than a measurement — no prop run had completed when it was written down. The theme figure runs low: a full theme is roughly 220–275 credits and about twenty minutes, and measured runs came back at 272–274.

Whatever the lane, one credit of analysis is charged the moment a submission is accepted, and the real cost is settled when the job finishes. Credits and plans explains what a credit is, where your balance is shown and what happens when it runs out.

Warning

Job tracking lives in the running Blender session. A single-asset job is quick, but if you close Blender before it finishes, the result cannot be collected from the interface afterwards.

While the job runs, the composer thread and the CLOUD ACTIVITY popup behind the cloud badge both carry it — Jobs, progress and errors covers reading them and what the failure cards mean.