Manual / Getting work out / Rendering & exportingiCity 2 · Windows

Rendering & exporting

iCity has no export command and no render of its own. Both are Blender's, and they work because a dress leaves real mesh objects and real materials in your file. What this page adds is the iCity-specific part: what is hidden, what is an instance, and what will change under you if you do not stop it first.

There is no export button

Nothing in the addon exports a file. There is no export operator anywhere in it, and no control that writes one. The only trace the idea ever left is an Export entry in an old tab rail in the editor’s source, commented out in both of the places it would have to be listed to appear — and that whole rail is commented out too. The rail you actually see down the left edge is the editing-mode column: Graph (Theme in Design), Roads, Blocks, Lots, Massing, Scatter, and the tools for whichever one is active.

rendering-and-exporting-rail-no-export.png

The iCity 2 editor rail down the left edge in DRAFT, captured top to bottom: the editing-mode icon tabs (Graph, then Roads, Blocks, Lots, Massing, Scatter below the group gap) with one of them active, and the rail tools for the active mode beneath them.

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The rail as it ships: editing modes and their tools, and nothing that writes a file.

Blender’s own File → Export is the answer, and it works because the dress leaves ordinary Blender data behind. Element families and prop assets are appended into your file rather than linked from the library, so the mesh data is in the .blend; materials are Principled BSDF node trees; the dressed objects are meshes in collections. Nothing about them is an iCity datatype, and nothing needs the engine running to stay there.

The one thing that stays outside the file is the surface materials’ images, which are texture nodes pointing at basecolor.png, roughness.png and the rest inside your Library Folder. What is in your .blend after a dress covers the whole inventory.

Before you render or export

A dressed city is not a static scene. Three things can change it while you are working on output, and all three are worth settling before you start rather than in the middle of a render.

  • Be in Design. The module switch sets Disable in Viewports and Disable in Renders explicitly on every object it classifies, every time you switch. In Draft the entire dress is disabled in renders, so a render started there gives you the undressed draft city.
  • Leave City sync on Manual. It ships that way, because it spends credits. Switched to Auto, a Draft → Design switch re-dresses the city by itself: it waits 2.0 seconds for the switch to settle, compares the draft’s signature against the last dress, and fires a paid frontend job (about 3 credits) if anything changed. It refuses when nothing changed, and there is a 30-second floor between two automatic fires.
  • Have no cloud job in flight. When a job’s outputs finish downloading, the addon re-dresses on the spot — the same full link the manual button runs. Wait for the job to land before you export the result of the previous one.

City sync’s mode lives on the ▾ beside the sync button in the editor header. The button itself re-dresses now; the arrow chooses Auto or Manual, and the menu prints which one is in force.

rendering-and-exporting-city-sync-manual.png

The iCity 2 editor header with the City sync popup menu open — title 'City sync', the Auto and Manual radio entries, and the info line at the bottom. Manual should be the selected radio.

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The ▾ beside the header sync button, with City sync being set to Manual.
Remember

Your city is not your .blend. Exporting or rendering copies a result; the editable city lives in the engine and is written to your project folder by the header S button. How iCity fits with Blender explains the split.

Rendering a dressed city

Rendering is Blender’s, unchanged. The addon adds no lamp and no world, and leaves your render engine as it found it — the one place it touches the engine at all is the screenshot capture, which sets one for the length of its own shot and puts yours back afterwards. So the lighting in a dressed file is whatever your .blend already had. A scene with no world and no lamps renders black in EEVEE or Cycles however good its materials are, which is a case the addon’s own screenshot lane tests for before it renders anything. Light the city yourself.

rendering-and-exporting-design-rendered.png

The 3D viewport in Design module, viewport shading set to Rendered, showing a dressed city: roads with library asphalt, buildings wearing facade elements, props along the sidewalks. The iCity 2 editor header should be visible with Design active.

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A dressed city in Design with the viewport in Rendered shading.

What ends up in the frame is decided by flags the linker and the module switch set for you:

ObjectIn a render
A dressed twinYes, in Design. In Draft every one of them is disabled in renders.
A draft object whose twin existsNo. The linker disables it in viewports and in renders and stamps it so the addon can put it back. It is hidden, never deleted.
A draft object with no twin yetYes, undressed. Deliberate: the city never shows a hole where a result is still in flight — but a partial dress renders as a mixture of both cities.
Scattering basesNo. The paths and surfaces the scatter runs on are drawn as wireframes so you can find them, and are set never to render.
Prop point cloudsYes — and they are what puts props in the picture, through the Geometry Nodes modifier on them.

If you render on another machine, or from a farm, pack the images first from Blender’s File → External Data menu. The surface materials point at files in your Library Folder, and without that folder present they come up without their maps.

Note

A dress holds the interface while it runs — long enough to look like a freeze on a large city. Finish rendering before you start one, and leave City sync on Manual until you are done.

Exporting with File → Export

The procedure is Blender’s, with two iCity-specific precautions: the draft city is still in the file, and the props are not mesh until modifiers are evaluated.

  1. Switch to Design and put City sync on Manual, so nothing re-dresses under you.
  2. Select what you want to take. The iCity 2 collection tree holds the dressed objects filed beside the draft objects they dress, so an untargeted export of everything picks up both cities.
  3. Choose File → Export and a format. Limit the export to your selection, or to visible objects — in Design the visibility flags already describe the dressed city exactly.
    rendering-and-exporting-file-export-menu.png

    Blender's File menu open with the Export submenu expanded, listing the export formats this Blender build offers. A dressed iCity city visible behind it in the viewport.

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    Blender’s own File → Export submenu, open over a dressed city.
  4. Turn on whatever the format calls applying or evaluating modifiers. Props are Geometry Nodes instances on point clouds; an exporter that skips modifiers writes the points and none of the props.
    rendering-and-exporting-instancer-modifier.png

    A prop point cloud object selected in the viewport with its props visible, and the Properties editor on the Modifier tab showing the Geometry Nodes modifier named 'iCity2 Instancer' with its collection sockets.

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    A selected prop cloud and the iCity2 Instancer modifier that places its props.
  5. Check the textures in the result. If the surface maps are missing, they were still external references into the Library Folder — pack them from File → External Data and export again.

If the dress is not in the scene at all — outputs downloaded while Blender was closed, for instance — press F3 and search for Dress City from Outputs. It runs the same link the automatic path runs, from the files already in the project, and it is safe to press more than once.

What a format has to carry

Do not assume every format takes the whole city. Three parts of a dress make different demands, and which format suits you depends on which of them you actually need.

Part of the dressWhat the export has to do
PropsEvaluate modifiers. The dress bakes a point cloud, puts a Geometry Nodes modifier named iCity2 Instancer on it, and the group instances a collection of assets across the points, picking a different asset per point. The group has no realise step, so the props exist as instances until something evaluates them.
MaterialsCarry a Principled BSDF with an image texture node per map. That is all a library surface material is; road lane copies are named Asphalt - <lane>, everything else ICity_Lib_<asset id>.
Named mesh attributesCarry custom attributes. GLB drops every custom mesh attribute — only position and normal survive — while USD keeps them as primvars. That is exactly why the addon’s own upload to the cloud is USD and not GLB, and the same trade applies to your export.

The naming scheme travels with the geometry, so the result stays readable in another application: a dressed twin ends in _FE, a prop cloud is named for its placement, and the node groups are ICT2_<placement>. What is in your .blend after a dress has the full table.

The USD files already in your project folder

Before you export anything, there are two USD files sitting in the project folder under Documents/iCity 2. Both were written by the dress, and either can be opened by another application directly.

text
Documents/iCity 2/<project>/
  outputs.usd     the geometry the cloud produced
  outputs.csv     the point data props are placed from
  assets.json     the theme's material, element and prop picks
  send/city.usd   the city meshes that were uploaded
  send/city.json  the parameters that went with them
rendering-and-exporting-project-folder.png

Windows Explorer showing the contents of a dressed project folder under Documents/iCity 2, with outputs.csv, outputs.usd, assets.json, project.json and the send folder listed. Details view so file sizes are readable.

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A dressed project folder in Windows Explorer, with both USD files in it.

outputs.usd is not the finished city, and this is the trap. It is the geometry the frontend baked, wearing the placeholder asphalt, sidewalk and roof materials it was baked with. The library’s surface materials are swapped in locally afterwards, the facade elements are appended locally, and every prop is instanced locally from assets.json and your library. Opening outputs.usd elsewhere gives you the shape of the city and none of its dressing.

send/city.usd is the other direction: the undressed city meshes the addon uploaded, kept so a re-send has its inputs. It is the draft, not the dress.

Note

An export is a one-way copy of a result. Nothing you change in the exported file finds its way back into the project, and the project is what the next dress reads. If you want to keep hand work, keep it in your own collection outside the iCity 2 tree — What survives a re-dress explains why.

On this page
There is no export buttonBefore you render or exportRendering a dressed cityExporting with File → ExportWhat a format has to carryThe USD files already in your project folder
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