Trowel Generators
Simple Wall Alpha
This generator, currently in early alpha, creates a solid wall from input geometry (Mesh or Curve).
Depth Ref
Input field to select a reference object (e.g., a base brick) to set the wall's depth, matching the reference object's depth.
Depth
Manually set the wall's depth using a numerical value.
Boolean IN
Input for geometry to perform Mesh Boolean operations, such as cutting out windows or doors.
Depth Offset
Fine-tunes the wall's depth for precise adjustments.
Double
Checkbox to double the wall's depth, creating both inside and outside surfaces simultaneously.
In / Out
Checkbox to choose whether the wall is placed inside or outside relative to the input geometry.
To Stones
This generator aims to provide a simple yet powerful tool for creating stonework, transforming input geometry into a stone-like layout that matches the shape of the input.
Note
To integrate with Trowel's Masks and Modifiers, this generator outputs Instances.
At first glance, it might seem to have many parameters, but each is designed for specific control over the stone layout.
Geo IN
This input is for any solid geometry you want to convert into stones.
Custom Points IN
Allows you to specify your own points for stone placement, overriding the Generator's default point creation. You can still merge custom points by distance, but parameters like Density
, Density Multiplier
, Seeds
, and Relax
are not applicable when using custom points.
Note
Mesh to Points, Instances to Points, and Curve to Points are the point generation nodes that can be used as inputs.
Density
Controls the number of stones; lower values mean fewer, larger stones to fill the input mesh's volume.
Density Multiplier
A multiplier for the Density value, useful for adjusting stone quantity when dealing with smaller input geometries.
Global Seed
Affects the randomness for both levels of stone placement, ensuring varied results with each run.
Point Position Seed
Controls the seed for the primary (initial) positioning of stones.
Point Position Relax
Adjusts how evenly spaced the stones are. Higher values lead to more uniform stone sizes.
Merge Distance
A crucial parameter that sets the proximity at which points (stones) are merged. Larger distances result in fewer stones.
Flatten
From 0 to 1, this controls how closely the stones conform to the shape of the input geometry; 0 is rough, 1 is very close to the original shape.
Scale
Scales the size of generated stones; 1 represents 100% scale.
Spacing
Adjusts the space between stones. The default setting works for most scenarios, but increasing this can optimize performance with high stone counts.
Noise Scale
Influences the surface texture of the stones, adding detail or roughness. Default settings are suitable for most uses.
Remesh
Checkbox to remesh the stones from the default low-poly mesh to either triangular or quadrilateral polygons for a cleaner look.
Lvl_02 Geo IN
This input port is for adding extra details to your stone mesh. See below for further explanation.
Remesh Panel
Triangle or Quad
Selection menu to choose between triangular or quadrilateral mesh topology for remeshing.
Subdivisions
Determines the density of the mesh. Higher numbers make the remeshed stones more closely resemble the original geometry, while lower numbers result in a more rounded appearance.
Bulge Factor
Increase this to make the remeshed stones bulge outwards.
Round Factor
Adds a slight roundness to the edges of the remeshed stones for a smoother look.
Lvl_02 Panel
As Points
Checkbox to treat the input Geometry as individual points rather than as a mesh (polygons). Also useful if your Lvl_02 Geo IN is an Empty object(s).
Lvl_02 Multiplier
A factor to multiply the number of Lvl_02 Stones by, effectively scaling the Main Stones Density.
Lvl_02 Merge
Sets the distance at which Lvl_02 Stones are merged together.
Lvl_02 Falloff
Determines how far the Lvl_02 Stones will spread from their initial placement points.
Lvl_02 Seed
A seed value that controls the random positioning of Lvl_02 Stones.