What Render Engine ?
For best result after lighting up, switch to Cycles in blender, stay in evee and in solid mode, if you are working and want performance.
Is there a roadmap?
Phase 1 is the current release (OSM import, asset placement, terrain, lighting, UE5/Unity export).
Further phases will bring a native Unreal Editor and Unity workflow improvements. No fixed dates — phases ship when they are ready.
Where do I report bugs or ask questions?
Please DM here on superhive, will respond ASAP based on the volume or request i have response time may vary.
The OSM data — is there any attribution required?
Yes. OSM data is © OpenStreetMap contributors, licensed under ODbL. If you publish a project that uses OSM-sourced city layouts, you should credit OpenStreetMap. See [openstreetmap.org/copyright](https://www.openstreetmap.org/copyright).
Will it work with Blender 4.x (not just 5.x)?
The minimum declared version is Blender 4.2. It should work on 4.2 and later, but active testing has been on Blender 5.1.
Does CityMaker work on Mac and Linux?
The add-on is pure Python and should run on any platform Blender supports. It has been developed and tested on Windows. Mac and Linux have not been formally tested for v0.1.0 — if you encounter a platform-specific issue, please report it.
Can I use the exported city for commercial projects?
Yes, provided you own or have the appropriate licence for the 3D assets you placed. CityMaker itself does not impose restrictions on what you do with the generated scenes.
What about Unity?
Phase 1 includes a basic Unity export: FBX files + `CityMaker.json` + a C# Editor importer script for GPU-instanced prefab placement. 
Does the UE5 importer have a GUI inside Unreal?
Not in Phase 1. It is a Python script you run once from the Unreal menu. A full Editor Utility Widget with a GUI is planned, it will be available separately on fab marketplace, and it will allow you to do similar operations in unreal but with native capabilities.
How does the UE5 export work?
Set your export folder in the 4 · Export panel, choose UE5, and click Export. CityMaker writes everything into that folder automatically: ``` [your export folder]/ ├── FBX/ ← one FBX per unique asset variant ├── CityMaker.json ← placement data └── CityMaker_Import.py ← generated here, ready to run ``` Open that folder, then run `CityMaker_Import.py` inside Unreal Engine (File → Execute Python Script). It imports the meshes, enables Nanite, and places everything as Instanced Static Mesh actors from the JSON data. No manual file hunting — everything lands in one place.
Nothing is being placed even though I have assets loaded.
Check the OSM Categories panel — if categories are not selected, nothing will generate for them.
Also check that your asset folder contains files in supported formats and folder names are matching to the categories, and Refresh Your Library before attempting to generate anything. 
Road intersections look like overlapping ribbons.
Roads are placed as ribbons at real OSM widths with sidewalks and z-ordering, but there is no geometry merge at crossings. Intersections will show ribbon overlap. 
Shrinkwrap modifier is given by default which wraps roads around terrain, but it depends upon density of terrain and road geometry, which is intended to be low poly. Additionally, you can give solidify modifier, and also lift road meshes to z value a little, it will start showing properly on terrain. 
Buildings on a hill look flat — they don't tilt with the slope.
Each building gets a single ground height sampled at its centroid. Buildings will sit at the correct elevation but won't tilt. 
What asset formats are supported?
FBX, OBJ, GLB, and USD from a folder on disk. You can also point CityMaker at a `.blend` file and use tagged collections inside it. All three modes are selectable in the 2 · Asset Library panel.
Does it work with any city in the world?
Any city that has OSM coverage — which is most of the world. Coverage quality varies by region. Dense urban areas (Europe, North America, India, Japan) tend to have detailed data; rural or less-mapped areas may have sparse building data.
Where do I get an OSM file?

Plugin points it to OSM website, there you can either take co-ordinates, download the OSM file from there. 
Steps :
Export directly from [openstreetmap.org](https://www.openstreetmap.org) using the Export button (small areas only), or use the built-in Download button in the Source panel which calls the Overpass API.
For larger cities use [Geofabrik] (https://download.geofabrik.de) or [BBBike] (https://extract.bbbike.org).


What is the maximum city size?
There is no hard limit in the software, but large areas (over ~5 km²) can be slow to process and place. Start small — a 1–2 km² neighbourhood gives good results quickly.
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Details
Blender Extension Compatible Yes
Dev Fund Contributor
Published 3 months ago
Blender Version 4.2 - 5.1
Extension Type Add-on
Render Engine Used Arnold, Blender-Internal, Blender-Game-Engine, Cycles, Eevee, Freestyle, Luxrender, Mental-Ray, Octane, Vray, Yafaray
License GPL