Manual / Getting work out / What is in your .blend after a dressiCity 2 · Windows

What is in your .blend after a dress

A dress puts real Blender data in your file. The dressed city is ordinary mesh objects with ordinary materials, appended into the .blend rather than linked from anywhere — which is why you can select, shade, render and export it, and why the file gets large.

What arrives in the scene

A dress imports two files out of your project folder. outputs.usd becomes geometry. outputs.csv becomes one point cloud per source object, with every column of the file kept as a point attribute. The linker then renames what arrived, files it, surfaces it and populates it.

Everything it leaves behind is an ordinary Blender object. Meshes with vertices, materials with Principled BSDF node trees, collections you can drag around in the Outliner. Nothing in the scene is a special iCity datatype, and nothing needs the engine running to stay there.

The linker mints every name, and the scheme is fixed:

NameWhat it is
<family>_<id>_FEA dressed twin — the finished version of one draft object. The id is the engine’s own hex stamp: Road_Segment_9d21ac4f0e83b117_FE.
<family>_<id>_<placement>A prop cloud: the points props are instanced on. Road_Segment_<id>_road_surface, Sidewalk_Node_<id>_sidewalk_node_path.
ICT2_<placement>A Geometry Nodes group, one per placement, that does the instancing.
ICity_Lib_<asset id>A surface material built from a library asset. Road lane copies are named Asphalt - <lane> instead.
after-a-dress-linker-names.png

The Blender Outliner in Blender File or View Layer display on a dressed city, expanded so one of each name is visible at once: a mesh ending _FE with its hex id, a prop cloud ending in a placement name such as _road_surface, an ICT2_ node group, and an ICity_Lib_ material.

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The linker's naming scheme, as it reads in the Outliner.

The draft object each twin replaces is not deleted. It is hidden — Disable in Viewports and Disable in Renders — and stamped so the addon can put it back. Both cities stay in the file, in the same place, one of them out of sight.

after-a-dress-hidden-draft-twin.png

Crop of two adjacent Outliner rows on a dressed city — a draft road object and its _FE twin — with the Outliner filter set to show the Disable in Viewports and Disable in Renders toggles, so the draft row's two toggles read off and the twin's read on.

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A draft object and its dressed twin, one of them switched off.
Remember

Your city is not your .blend. What a dress leaves here is a result: geometry the cloud produced from the city the engine is holding. The editable city lives in your project folder and is saved by the header S button. How iCity fits with Blender explains the split in full.

Where it lands in the Outliner

Every dressed object carries a property called icity2_group, a collection path the engine itself wrote. The linker files the object into that path under the iCity 2 root, beside the draft object it dresses — so the dressed geometry for a road sits with that road, not in a pile of its own.

Outliner
iCity 2/
  Roads/Segments/Road_<id>/...
  Blocks/Block_0/Buildings_0/...
after-a-dress-group-tree.png

The Outliner on a dressed city with the iCity 2 root expanded down one road branch and one block branch, far enough to show a dressed _FE object sitting inside the same collection as the draft object it replaces.

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Dressed geometry filed beside the draft object it dresses.

Older builds put every imported object into one flat collection called iCity2 Front End. The current build does not create it, and sweeps away one left behind in a file saved by an older build. The sweep moves the collection’s contents to the scene collection first and removes the collection only once it is empty, so nothing in it is lost.

Four more collections appear at the top of the scene. They are the library data the dress needed, not part of your city:

CollectionWhat it holds
iCity2_ElementsThe facade element families the theme uses.
iCity2_AssetsOne collection per prop asset — the actual prop meshes.
iCity2_PropsThe per-category and per-placement prop collections the node groups read.
iCity2_Element_PropsOne collection per element, placement and category — what a Props card edits.

All four are excluded from the view layer rather than hidden. An excluded collection stays in the depsgraph, so Geometry Nodes can still instance from it, while contributing nothing to the render. Leave the checkboxes off.

after-a-dress-excluded-collections.png

Crop of the top of the Outliner in View Layer display on a dressed city, showing iCity2_Elements, iCity2_Assets, iCity2_Props and iCity2_Element_Props as four sibling collections with their exclude checkboxes visibly unticked.

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The four library collections, excluded from the view layer.

Appended, not linked

Element families and prop assets are appended into your file, not linked from the library. Those meshes are in the .blend, so no element or prop datablock points at a file outside it, and the geometry survives moving, renaming or clearing the Library Folder. Surface-material images are the one thing that does not — see the end of this section.

Linking was measured and rejected. With linking the saved file stores an absolute path into a cache directory the addon deletes on a library change, on its own size cap, or on a Blender upgrade — and the failure is silent and total: every element family comes back an empty placeholder and the whole facade disappears. Appending trades file size for a file that keeps working.

So expect a large .blend. The measurements recorded in the addon:

  • 916 MB with the elements appended, against 223 MB for the same file linked.
  • About 1 GB for a fully dressed city.

Textures land in two different places, which matters if you move the file. Element and prop meshes are imported from .glb files and their images travel inside the .blend. Surface materials are built as image texture nodes pointing at basecolor.png, roughness.png and the rest in your Library Folder, and those images stay external references. Open the .blend somewhere that folder is not present and those materials come up without their maps, unless you pack them first from Blender’s File → External Data menu.

Editing what arrived

Draft city objects cannot be clicked in the viewport — the addon marks them unselectable, which is why Draft is driven by gizmos. Dressed objects are not marked that way. In Design you select them by clicking, move them, edit their meshes and parent them like anything else in the file.

Materials open in the Shader Editor as a Principled BSDF with an image texture node per map the asset ships. You can retint, remap and rewire them.

Note

Treat an ICity_Lib_ material as data the linker owns. When it loads that asset again — you pick a different material for the category, or a re-dress brings back geometry that needs it — it clears the node tree and rebuilds it from the asset folder on disk. To keep a hand-built shader, duplicate the material and assign the copy.

Props are not individual objects. The dress bakes point clouds, then puts a Geometry Nodes modifier named iCity2 Instancer on each one; the node group instances a collection of assets across the points, varying the asset per point. Selecting a cloud selects every prop it places, and there is no single bench to click. The prop meshes themselves sit in iCity2_Assets.

after-a-dress-instancer-modifier.png

A prop cloud object selected in Design — its props highlighted across the viewport — with the Properties editor on the Modifier tab showing the single Geometry Nodes modifier named iCity2 Instancer and the collection input it instances from.

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A selected prop cloud: points in the viewport, one modifier on it.

What happens to any of these edits the next time the city is dressed is a separate question with a definite answer — What survives a re-dress.

Draft hides it, Design shows it

The draft city and the dressed city occupy the same space, so showing both puts one z-fighting through the other. The module switch resolves it: entering Draft disables every dressed object in the viewport and in renders; entering Design turns them back on and hides each draft object that has a dressed twin. A draft object still waiting for its first dress stays visible, so the city never shows a hole where a result is still in flight.

The practical consequence: render from Design. A render started while Draft is the active module gives you the undressed draft city, because the dress is disabled in renders at that moment.

One class of object is deliberately viewport-only. The path and scattering-base objects the scatter runs on are drawn as wireframes so you can find them, and are never included in a render. Stray wireframes in the viewport that do not appear in your render are those.

after-a-dress-scatter-wireframes.png

A dressed city in Design in solid shading, framed on an area where the scatter path and base objects show as wireframe outlines over the dressed geometry, with one of them selected so the Outliner row naming it is readable.

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Scatter bases: drawn as wireframes, never rendered.

Undo after a dress

Ctrl+Z immediately after a dress does not unwind it. The dress operator pushes nothing onto Blender’s undo stack, and the linker suspends global undo for the duration of the run.

That is a measured decision, not an oversight. A global undo push snapshots the entire .blend, and the cost tracks the file size: on a dressed city one snapshot measured 868 ms. A warm dress still makes 43 element imports, and 277 on a cold library — each one an operator that would take its own snapshot.

Your own undo is not affected. The guard restores the original setting when the dress ends, on every path including a failure, and it restores the value it found rather than forcing undo back on.

The rule underneath is that the dress is derived data: you do not undo a dress, you re-dress. See Re-dressing after a change.

Getting it out to another application

iCity has no export command. There is an Export tab in the rail’s source and it is commented out; no export operator is registered. Moving geometry to another application is Blender’s own File → Export, and the dressed city is ordinary enough for that to work.

  1. Switch to Design. In Draft every dressed object is disabled in viewport and render, and exporters that respect those flags will write nothing.
  2. Select what you want to take. The draft objects are still in the file, hidden, so limit the export to your selection rather than exporting everything.
  3. Choose File → Export and your format.
  4. Make sure the exporter evaluates modifiers. Props are Geometry Nodes instances on point clouds — an export that skips modifiers writes out the points and none of the props.
If it goes wrong

Textures missing in the exported file usually means the surface material images were still external references into your Library Folder. Pack them from File → External Data before exporting, or point the other application at the same folder.

An export is a one-way copy of a result. Nothing you change in the exported file finds its way back to the project, and the project is what the next dress reads.

On this page
What arrives in the sceneWhere it lands in the OutlinerAppended, not linkedEditing what arrivedDraft hides it, Design shows itUndo after a dressGetting it out to another application
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