QuickAssembly Documentation

Create Complex geometry node setups with a single click. You will not need to touch any nodes to array, scatter, displace, and create various effects such as shrinkwrap, growth, snow, damage, rain or fog

Contents

Update
Tools
Apply Assembly
Array
Scatter
Effects
Displace
Render
Tips

Update

  • There are very few if any remaining bugs, and most errors are simply a matter of Blender not updating the addon properly. Make sure you have the latest version from Gumroad, make sure the file name matches the Blender version you are using (usually the latest Stable release)
  • Make sure you Uninstall the old version -> Close Blender -> Reopen -> Then reinstall the ZIP file

Tools

As of this time, all of QuickAssembly exists in the tool panel and has no hotkeys or additional menus
All created Modifiers and Setups will be controlled in the Modifier or Tool panel

Apply Assembly

Since most assemblies end up as an instance, use this tool to convert your assembly to real geometry

Array

Linear Array

Radial Array

Brick Array

This array comes with a special brick offset setting

Curve Array

Array the selected object on the selected curve

Curve Array Collection

Array objects from the selected collection at random along the curve

Scatter

Object Scatter

Scatter the selected object onto the active object

Object Scatter Collection

Scatter the selected collection onto the active object

Texture Scatter

Scatter the selected object onto the active object using a texture as a mask

Texture Scatter Collection

Scatter the selected collection onto the active object using a texture as a mask

Volume Scatter

Scatter the selected object within the active object

Volume Scatter Collection

Scatter the selected collection within the active object

Randomizer

Randomize position, rotation and scale of all the selected objects

Randomizer Collection

Randomize position, rotation and scale of the selected collection

Effects

Shrinkwrap

Project your selected mesh onto the active object

Shrinkwrap Collection

Project your selected mesh onto all objects in the active collection

Cloner

Make copies of your selected object and randomize the position, rotation and scale of all the copies

Growth

Grow the selected object on to the active object

Growth Collection

Grow the selected collection on to the active object

Snow

Create a mesh with noise options covering the selected object and mask by normal

Snow Collection

Create a mesh with noise options covering the selected object and mask by normal

Damage

Add some damage to your object

Damage Edges

Add some damage to the edges of your object

Exploder

Convert your geometry into voronoi chunks and move them randomly to mimic a blast or destruction effect

Spikes

Create spiked geometry on your object

Rain

Convert selected object into 3D rain

Fog

Convert selected object into a fog volume

Image To Mesh

Creates a subdivided plane with an image texture of your choice and cuts out polygons based on pixel value with a threshold

Displace

Greeble

Cut up your object into random rectangles with options to extrude

Texture Displacement

Displace your geometry with a texture

Noise Displacement

Displace your geometry with procedural noise

Render

Proxy

Convert your geometry to an instance

Projector

Create a gobo light with a texture to emit light into your scene realistically (cycles)

Environment

Setup an HDRI environment. Rotate it and edit Hue/Saturation/Value all from the QuickTools Panel

Camera

1 click camera setup with good default settings, DOF and Focal Length controls. Flip Camera Horizontally tool to check composition all from the QuickTools Panel

Tips

  • Make sure you use Apply Assembly and not manually apply the Assembly modifier
  • Almost all the assemblies allow for vertex masks based on attribute color, check the modifier settings closely to see all the possibilities
  • Scatter supports weight painting as a mask
  • Scatter comes with a very useful option to show the source geometry
  • When using the masks check to make sure you are using the proper name, since Blender has so many different kinds of vertex groups and the modifier itself has a few options for how to choose the group
  • Assemblies are designed to be used creatively, remember that you can duplicate a source mesh, apply an assembly, cut into it, duplicate it, etc. Don’t treat one assembly as a singular perfect thing that needs to create everything
  • If you want to modify the Scattered objects later (such as Shrinkwrapping them onto another object later) you may want to Duplicate the mesh first BEFORE scattering and then turn OFF show source geometry, so now you have the scattered result alone to continue to work with. You can even duplicate multiple source objects first and then scatter with a few different settings for each one. It's a different approach to the usual Scatter workflow of just creating one insanely complex Scatter