Medieval House Generator
Medieval House Generator (Geometry Nodes) v2
Node group VK_House_Generator (asset, catalog VillageKit/Generator). It builds complete half-timbered houses from the modules of the Stylized Medieval Village Kit by instancing them, so every generated house uses exactly the same game-ready meshes, UVs, LODs and materials as the kit.
Designed with Claude, built procedurally in Blender, reviewed and finished by a 3D artist.
Quick start
- Open
StylizedMedievalVillage_v1.0.blend(Blender 5.2 or newer). - Add any mesh object, Add Modifier > Geometry Nodes, pick
VK_House_Generator(or drag it from the Asset Browser, catalog VillageKit > Generator, onto an object). - Change the sliders. The houses in collection
GENERATOR_DEMOshow typical settings.
Parameters
| Input | Range | Effect |
|---|---|---|
| Seed | 0+ | random choice of wall, window and roof modules, decoration, props and plaster colour |
| Width Segments | 1 to 8 | house width in 4 m steps |
| Half Segment | on / off | adds a 2 m segment at the right end (6, 10, 14 m ... wide houses) |
| Depth | 6 / 8 / 10 | house depth in metres (each depth has its own roof, verge and gable modules) |
| Floors | 1 to 6 | storeys of 3 m |
| Stone Ground Floor | on / off | stone ground floor with arched door, timber floors above |
| Stone Plinth | on / off | 0.6 m stone plinth and front steps under a timber ground floor |
| Thatch Roof | on / off | straw thatch instead of wood shingles |
| Window Ratio | 0 to 1 | share of timber wall segments with windows |
| Dormer Chance | 0 to 1 | dormers on the front roof (shingle roofs, 8 m depth, never two side by side) |
| Chimney | on / off | stone chimney (shingle roofs) |
| Chimney Position | 0 to 1 | position along the ridge |
| Chimney Front | on / off | chimney on the front slope instead of the back |
| Chimney Height | 0.8 to 1.6 | height factor |
| Decoration | 0 to 1 | chance of flower boxes and open shutters on windows |
| Shop Sign | on / off | hanging sign next to the door |
| Lantern | on / off | wall lantern next to the door |
| Props | 0 to 1 | chance of barrels, crates, sacks and firewood along the ground floor |
| Plaster Color | 0 to 6 | 0 random by seed, 1 cream, 2 ochre, 3 rose, 4 sage, 5 sky, 6 warm white |
| Exposed Bricks | 0 to 1 | how often the plaster is broken open to the bricks (0 = all walls intact) |
| Brick Patch Size | 0.3 to 3 | size of the plaster breaks (1 = about 70 cm wide) |
| Brick Patch Ragged | 0 to 1 | edge of the breaks: 0 smooth ovals, 1 ragged and chipped |
| Weathering | 0 to 1 | 0 clean, 0.5 kit default, 1 dirt rising from the ground, run-off streaks, moss on sills and roofs |
| Realize | on / off | converts the instances into one real mesh (for export, sculpting or baking) |
How it works
- The node tree is split into readable sections (node groups):
VK_Gen_Footprint,VK_Gen_Walls,VK_Gen_Plinth,VK_Gen_Corners,VK_Gen_Roof,VK_Gen_Chimney,VK_Gen_Attributes. - Pick lists live in collection
VK_GENERATOR(excluded from the view layer). Collection Info with Separate Children sorts children by name, so each list is alphabetical and the tree picks by index. - Walls run front (y = 0, facing -Y), right, back, left; corners sit on the outer corners; the gable roof runs along X with 4 m (and 2 m) segments, verges, ridge caps, a window gable on the right and a plain gable on the left.
- The kit materials read four instance attributes written by the generator:
vk_clean(weathering),vk_tint(plaster colour),vk_base(ground height for the world-space dirt) andvk_bricks,vk_brick_size,vk_brick_rag(procedural plaster breaks showingT_Brick, placed in object space so every wall differs). Without the generator (plain kit use) the materials show the normal kit look. - All positions are on the kit grid, so generated houses combine with hand-placed modules.
Export to a game engine
Turn on Realize, apply the modifier and export, or place the kit modules in the engine directly (recommended: the engine then keeps instancing, LODs and collision of every module). Plaster colour, exposed bricks and the world-space weathering are Blender material features of the generator.
Limits (v2)
- Gable roofs only (hip and valley are separate kit modules), dormers only on 8 m deep houses.
- Jetties, balconies and awnings are placed by hand from the kit.
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