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

TABLE OF CONTENTS

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

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

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

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 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

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

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 comes with a very useful option to show the source geometry

  • 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