Manual / Design: dressing it / Surface detailsiCity 2 · Windows

Surface details

Surface details is where cracks, litter and wear go. You make a scattering system, put imperfection assets in it, draw the area it covers, and set how thickly it fills that area. Density decides how many; the seed decides which arrangement.

Where Surface details lives

Surface details is the last section of the Design column, under Parameters, Materials and Props. It appears in every element mode — Roads, Blocks, Lots and Massing — and it starts collapsed, so click its header to open it. Design itself is locked until you are signed in and a city exists.

The section holds scattering systems. One system is one card: a set of assets, a shape you draw in the 3D viewport, and the numbers that decide how the assets are spread over that shape. The card title reads Imperfections scatter 1, 2 and so on until you rename it.

surface-details-section.png

The iCity Editor in Design, Roads mode, right-hand column scrolled to the bottom with the Surface details header expanded. At least one system card visible plus the centred + button under it. Materials and Props headers above it, collapsed.

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The Surface details section open at the foot of the Design column.
Note

The Scatter mode on the mode bar is a different thing. It carries free-standing prop systems and no Surface details section, and it exists only in Design — reaching it in Draft shows “Scatter lives in Design — switch modules to place props.”

Creating a system

The + centred under the section's cards opens a menu titled Place props… with four entries. The one you pick fixes what kind of shape the system scatters over, and it cannot be changed afterwards — switching a system from a path to a surface halfway through would strand the shapes it had already drawn.

  • On Edge — an open polyline. Assets land along it at a fixed spacing.
  • On Surface · Distribute — a closed polygon. Assets are scattered at random inside it.
  • On Surface · Packed — the same closed polygon. Packing is not wired yet, so this behaves exactly like Distribute today.
  • On Points — you click the points yourself and one asset lands on each.
surface-details-placement-menu.png

The popup menu that opens from the + under Surface details, titled Place props… with a particles icon, showing all four rows: On Edge, On Surface · Distribute, On Surface · Packed, On Points.

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The four placement kinds offered when you add a scattering system.

The new card carries a small icon in its top-right corner showing what it is: a surface, an edge path, or hand-placed points. The card is backed by a Blender collection named Scatter_<mode>_<id> under iCity 2 > Assets, which is where the shapes you draw and their instances go.

Adding imperfection assets

A system with no assets scatters placeholder cubes, so fill it before you draw. Open the card's objects panel and press the + inside it. The library browser opens on the imperfections view, in multi-select: tick several assets and press Assign to add them all at once.

  1. Open a system card and expand objects.
  2. Press +. The browser opens showing imperfection assets only.
  3. Select one or more assets and press Assign — it reads Assign 3 when three are ticked. Each one is imported immediately and gets its own copy of the system's numbers.
surface-details-objects-panel.png

A Surface details card with the objects panel expanded, showing two imperfection object rows: large square preview on the left, eye / camera / remove icons top-right, and the local Density and Seed sliders under them. The + button below the rows.

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Two assets in a system, each with its own preview, visibility toggles and sliders.

Imperfections are not a separate library folder. They are the materials and props whose category is imperfections, gathered into one view. That is why an image-based asset works here: an image comes in as a decal plane, a model comes in as an object.

Each object row has its own eye and camera toggles and its own copy of the sliders, so one asset in a system can be denser than the next. See Browsing, starring and groups for the browser itself.

Drawing the area

The bottom row of the card is Draw (or Place points on an On Points system), then the eye, the camera and the × that deletes the system. Pressing Draw arms a draw tool aimed at this system; pressing it again disarms it. While it is armed you click in the 3D viewport.

  1. Press Draw. The button highlights while the system has assets but nothing drawn yet.
  2. Click in the 3D viewport to lay down points. The status bar counts them — “Draw Surface: 2 of 3 Points” — and shows ENTER Confirm, ESC Cancel, LMB Add Point.
  3. Press Enter to confirm. A surface needs at least three points, a path at least two, and an On Points system at least one.
  4. The assets scatter over the shape at once and the status bar reports how many instance points it made.
surface-details-drawing.png

3D viewport mid-stroke with the Draw Surface tool armed: three or four clicked points with the amber outline and rubber band to the cursor, translucent blue fill, and the Blender status bar reading Draw Surface: 3 of 3 Points with ENTER Confirm / ESC Cancel / LMB Add Point.

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A surface being drawn: the amber outline, the translucent fill and the status-bar counter.

Esc or a right-click cancels the stroke and nothing is built. The tool stays armed after a confirmed stroke, so you can draw several areas into the same system without going back to the card.

Note

If you draw before adding any assets you get plain cubes. That is the placeholder, not a failure — add assets with the + in objects and the cubes are replaced.

Density, seed and the other numbers

The options panel only appears once the system has both assets and a drawn shape — before that there is nothing for the numbers to act on. Left closed, its header carries the everyday sliders inline, abbreviated to fit: Dns, Mrg, seed on a surface system.

Which sliders you get depends on the kind of system. A surface system gets Density and Seed; an edge system gets Spacing, Offset and Depth; an On Points system gets none, because you placed the points yourself and there is no distribution left to tune.

SettingDefaultDescription
Density0.05Points per square metre inside the drawn area. The slider runs 0.00 to 1.00. Surface systems only.
Seed0Which random arrangement you get. A whole number, 0 to 100. Surface systems only.
Margin0.0Drawn on the collapsed options header of a surface system. The value is stored and nothing reads it yet.
Spacing5.0Metres between instances along the path. 0.1 to 20.0. Edge systems only.
Offset0.0How far along the path the first instance starts. 0.0 to 20.0. Edge systems only.
Depth0.0Sideways shift off the path, along the surface normal. -10.0 to 10.0. Edge systems only.
surface-details-options.png

A Surface details card with the options panel expanded on a drawn surface system: the framed table showing the Density row (slider at 0.05) and the Seed row (0), plus the Rotation and Snap to face / Align to face rows below them.

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The options panel of a surface system, with Density and Seed.

Seed does what its name says and nothing more. The same seed over the same shape at the same density gives you the same arrangement every time; change the seed and you get a different arrangement of about the same number of instances. Two assets in one system never land on identical points even at the same seed — each is offset by its position in the list, so they interleave.

The sliders on the card are global: moving one sets every object in the system. The sliders on an individual object row set just that object. Either way the shapes re-scatter as you drag, so you see the result while you are still holding the slider.

If a drawn area is small and the density low, the arithmetic can round down to nothing. The card says so when it happens:

text
Draw Surface: 2 object(s), 0 instance point(s) (add an asset with + / raise density)
Note

There is a second, unrelated pair called Scatter Density and Scatter Seed among the city generation parameters (0.05 points per square metre, seed 0). Those are one global setting for the generated city, not a control on this card. See Generation parameters.

The theme's own surface details

After a dress, Surface details also lists cards the linker built for whatever you have selected. These are the theme's own imperfections — the taxonomy categories crack, litter and surface_imperfection — and they sit above your own systems, collapsed by default.

They behave differently. They have no Draw button, because they are already on the city elements the dress put them on. Their action row is Assign selected and Remove selected, which give or take those props from whatever you have selected in the viewport. Their options row carries Density and Seed only, and moving one re-bakes that card.

surface-details-theme-cards.png

Surface details expanded on a dressed city with a road selected: one or more collapsed cards built by the linker at the top of the section, one of them expanded to show its Assign selected / Remove selected row, with the user's own Imperfections scatter card below them.

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Linker-built surface detail cards above your own systems.

Individual object rows on a linker card carry no sliders on purpose: the bake is per category, so a per-asset number would have nothing to land on. The card's own options row is the control. For what a dress produces, see After a dress.

What is stored, and what is only drawn

Your scattering systems, their sliders and their asset lists are saved into the .blend as scene data, and the shapes and instances are Blender objects under iCity 2 > Assets. This is the exception rather than the rule: your city is not your .blend, it lives in the engine process — see How iCity fits into Blender.

A few controls on the card are drawn but not yet acted on. They store what you set and change nothing on screen:

  • Margin on the collapsed options header.
  • The Random X, Random Y and Random Z rotation rows with their minimum and maximum angles.
  • Snap to face and Align to face.
  • On Surface · Packed, which scatters the same way as Distribute until the packer is wired.
Warning

A .blend saved by a newer build of the addon will not give its design state back to an older one. Blender's console prints “not loading (update the addon)” and your systems do not appear. Update the addon rather than rebuilding them.

On this page
Where Surface details livesCreating a systemAdding imperfection assetsDrawing the areaDensity, seed and the other numbersThe theme's own surface detailsWhat is stored, and what is only drawn
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