Procedural Openings V 1.4.1 - Doors - Windows - Vents

proceduralX in Procedural Generators


Procedural Openings Generator — Full Settings Documentation

Version 1.4.1 · ProceduralX

Minimum Blender: 5.2 · Tested on: Blender 5.2.0 LTS



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HOW TO READ THIS DOCUMENT

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Every setting is listed in the order it appears in the panel. Each one has:


  • A short line telling you what it does.

  • A longer paragraph explaining when to use it and what to expect.


Settings that only appear under certain conditions are marked "Shown when:".

If you cannot find a setting in your panel, check that line first — the panel

hides controls that do not apply to your current configuration, so you only

ever see the options that actually affect your opening.


TOOLTIPS

Every setting also has a built-in tooltip. Hover over any field in the panel and

Blender shows a one-line summary of what it does. The tooltips say the same thing

as the short lines in this document, so you can usually work without opening the

manual at all. Use this document when you want the longer explanation.



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CONTENTS

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  1.  What this add-on does

  2.  Requirements

  3.  Installation

  4.  First use — Append NodeTree

  5.  Creating an opening

  6.  Unit Preference

  7.  Presets

  8.  Opening Type

  9.  Adjust Geometry

  10. Custom Frame & Arched Openings

  11. Stile Options (Fixed Shutters)

  12. Shutter Controls

  13. Shutter Panel Style

  14. Shutter Opening Controls

  15. Cross Rails

  16. Mullions

  17. Lockset

  18. Handles

  19. Hinges

  20. Bevel & Subdivision

  21. Materials

  22. Baking

  23. Create Boolean

  24. Apply & Make Real

  25. Settings only on the modifier

  26. Performance tips

  27. Tips and troubleshooting

  28. Frequently asked questions

  29. What's new in 1.4.1

  30. Support



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1. WHAT THIS ADD-ON DOES

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Procedural Openings Generator builds doors, windows, vents, sidelights and

transoms inside Blender using Geometry Nodes.


Everything is parametric. You set width, height, frame sizes, shutter style,

hardware and materials with sliders and dropdowns, and the geometry rebuilds

instantly. You never edit vertices by hand. When the design is finished, one

button turns it into a normal mesh and cuts the hole into your wall for you.



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2. REQUIREMENTS

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  • Blender 5.2 or later.

  • No extra Python packages.

  • No special GPU requirements.


Note on older Blender versions: Blender 5.0 changed how add-ons talk to

Geometry Nodes modifiers, and this version of the add-on uses the new method.

If you are still on Blender 4.x, keep using version 1.3.x of the add-on.



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3. INSTALLATION

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Method A — Drag and drop (easiest)

  1. Download the zip. Do not unzip it.

  2. Open Blender.

  3. Drag the zip onto the Blender window.

  4. Confirm the prompt.


Method B — Install from Disk

  1. Download the zip. Do not unzip it.

  2. Edit > Preferences > Add-ons.

  3. Click the arrow at the top right, then Install from Disk.

  4. Pick the zip, then tick the checkbox to enable it.


After installing, hover the mouse over the 3D viewport and press N to open the

sidebar. You will see a tab called Pro_Openings.



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4. FIRST USE — APPEND NODETREE

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APPEND NODETREE

Loads the node group, materials and textures into the current Blender file.


The first time you use the add-on in any file, the panel shows a single button

called Append NodeTree. Click it once. This copies the Geometry Nodes setup, the

nine bundled materials and all textures into your file, and re-points every

texture at the add-on's own folder so nothing shows up pink or missing. The

panel then switches to the full editor. You only do this once per Blender file —

when you reopen a saved file, everything is already there and the add-on picks

it up automatically.



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5. CREATING AN OPENING

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CREATE A NEW OPENING

Adds a new parametric opening object to the scene.


Click this and a new object called Openings_A appears in a collection named

Pro_Openings, already carrying the Geometry Nodes modifier and the default

materials. Select it and the full settings panel appears underneath. You can

create as many openings as you like; they are named Openings_A, Openings_B and

so on, continuing to Openings_AA and beyond, so there is no limit. Each opening

is completely independent — changing one never affects another.


The panel only shows the full settings when the selected object is an opening

(its name starts with "Openings") and still has its Geometry Nodes modifier.



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6. UNIT PREFERENCE

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UNIT PREFERENCE

Chooses whether you type sizes in feet, inches or meters.


Pick the unit you think in. This changes what the number fields mean — set it to

Feet and a width of 5 means five feet. The actual model is always built at real

world scale, so an opening is physically the same size whichever unit you pick.

Changing this does not convert your existing numbers on its own; press the

button below it to do that.


RESET ALL VALUES (the button directly under Unit Preference)

Rescales every size in the opening to match the unit you just chose.


After switching units, click this. It converts all current sizes, all default

values and all the minimum and maximum slider limits into the new unit, so a

5 foot wide opening becomes 60 when you switch to inches, and 1.524 when you

switch to meters. The opening does not change shape or size — only the numbers

you see. Skip this step and your sliders will still be limited to the old unit's

ranges, which makes them feel stuck.


Note: there is a second button near the bottom of the panel with a very similar

name. That one resets frame and hardware sizes back to factory defaults. This

one is only about unit conversion.



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7. PRESETS

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CATEGORY

Filters the thumbnail gallery to one family of presets.


Choose between Doors, Windows, Vents, Sidelights, Transoms and Custom. Custom is

where anything you save yourself appears. Switching category changes which

thumbnails are available below.


PRESET GALLERY (the thumbnail grid)

Picks which preset you are about to apply.


Click a thumbnail to select it. Nothing happens to your opening yet — this only

marks your choice. The add-on ships with silhouette images for the eleven

factory presets. If you would rather see real renders, save your own 128x128 PNG

into the thumbnails folder inside the add-on directory, named after the preset

key (for example door_0.png). Your own images are never overwritten.


APPLY PRESET

Applies the selected preset to the active opening.


This sets dimensions, shutter style, frame type, panel style and materials all at

once, then triggers a bake. Anything you had customised is overwritten, so apply

your preset first and fine tune afterwards. Preset sizes are stored in feet and

converted automatically, so they come out correct whichever unit you are working

in.


+ (SAVE PRESET)

Saves your current opening as a reusable named preset.


Design the opening exactly how you want it, click the plus button, type a name

and confirm. The preset appears immediately under the Custom category. It stores

every shutter, frame and panel setting, all dimensions (converted to feet so they

survive unit changes) and all material assignments by name. Presets live in a

file called presets.json inside the add-on folder, so they survive restarts. Two

presets saved with the same name overwrite each other.


TRASH (DELETE PRESET)

Deletes the selected custom preset.


Only active when a custom preset is selected — the eleven factory presets cannot

be deleted. You will be asked to confirm.



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8. OPENING TYPE

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OPENING TYPE

Decides whether the opening has moving shutters or is fixed shut.


Openable Shutters gives you a door or window that opens, with all the shutter,

handle, lockset and hinge options that go with it. Fixed Shutters gives you a

sealed panel with no moving parts and no hardware — the right choice for vents,

sidelights, transoms and fixed glazing. Switching to Fixed Shutters hides all

the opening and hardware sections, because none of them apply.



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9. ADJUST GEOMETRY

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OPENING WIDTH

The total width of the hole in the wall.


Measured across the outside of the frame, so this is the size of the gap the

opening needs in your wall, not the width of the glass or the door leaf. The

boolean cutter is built from this number, so it is the value that decides how big

a hole gets cut.


OPENING HEIGHT

The total height of the hole in the wall.


Measured from the bottom of the frame to the top, again on the outside. For an

arched opening this is the height of the rectangular part only — the arch is

added on top, so the real overall height is this plus the arch height.


OPENING FRAME DEPTH

How deep the frame is, front to back through the wall.


Set this to roughly your wall thickness so the frame reads correctly from both

sides. It does not need to match exactly; a slightly shallower frame looks normal

and a much deeper one will poke out of the wall.


OPENING FRAME HEIGHT

How wide the frame border looks when seen face on.


Despite the name this is the visible thickness of the frame timber or section —

the band you see around the edge of the opening. Larger numbers give a chunky,

traditional frame; smaller numbers give a slim modern one. It eats into the clear

opening, so a thick frame leaves less room for the shutter and glass.


SHUTTER FRAME HEIGHT

How wide the border around each shutter looks.

Shown when: Framed Shutters is switched on.


This is the same idea as Opening Frame Height, but for the moving shutter rather

than the fixed surround — the stiles and rails around each panel. Increase it for

a heavy joinery look, decrease it for more glass and less frame.


THRESHOLD

Adds or removes a sill or threshold strip along the bottom.


Turn this on for a door that needs a threshold plate, or a window that needs a

sill. Turn it off for openings that meet the floor directly or where you are

modelling the sill yourself as part of the wall.


THRESHOLD HEIGHT

How tall the threshold strip is.

Shown when: Threshold is switched on.


Small values give a flat weather bar you would step over without noticing.

Larger values give a raised sill or a step. Appears next to the Threshold

checkbox so you can see both together.


CUSTOM FRAME & ARCHED OPENING

Unlocks custom profile shapes and arched tops.


Leave this off for standard rectangular openings with the built-in frame

sections — that covers most work and is the fastest to evaluate. Turn it on when

you need an arch, or when you want to drive the frame shape from your own curve

objects. Switching it on reveals the whole section described next, and hides the

cross rail and mullion sections, because those only apply to the standard frame.


Two things share this one checkbox: custom frame profiles and arched tops. You do

not have to use both. Turn it on and leave Arch Height at 0 if you only want a

custom profile with a flat top.


It also changes how Create Boolean builds the wall cutter. With this off, the

cutter is a plain scaled box. With it on, the cutter is built by Geometry Nodes so

it can follow an arch — that happens whenever the checkbox is ticked, whether or

not you actually have an arch. Both produce a correct hole.



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10. CUSTOM FRAME & ARCHED OPENINGS

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Shown when: Custom Frame & Arched Opening is switched on.


FRAME TYPE

Chooses between your own profile curves and one of eight ready made ones.


Set it to Custom Profile to pick your own curve objects in the three fields

below. Or choose one of Preset A to Preset H to use a profile that ships with the

add-on. The preset names tell you which shutter opening style they were designed

for — for example Preset E is built for Pocket openings and Preset G for Sliding.

Match them up or the frame and shutter sections will not meet cleanly.


FRAME PROFILE

The curve object used as the cross-section of the outer frame.

Shown when: Frame Type is Custom Profile.


Point this at any curve in your scene and the frame is swept along the opening

using that shape. This is how you match a real world extrusion or a moulding

profile exactly. Nine ready made profile curves are included in the bundled

.blend file if you want a starting point to modify.


New openings arrive with this and the two fields below already filled in with the

bundled default profiles, so Custom Profile works straight away. If you clear a

profile field the corresponding part is simply not built — an empty Frame Profile

gives an opening with no frame around it.


SHUTTER PROFILE

The curve object used as the cross-section of the shutter stiles and rails.

Shown when: Frame Type is Custom Profile.


Same idea as Frame Profile, but for the moving shutter instead of the fixed

surround. Usually you want a profile that visually relates to the frame profile

so the two read as one system.


GLAZING OPTION

Sets how many panes of glass sit in each opening.


Single Glazing gives one pane. Double and Triple add extra panes with air gaps

between them, which is what you want for realistic modern joinery and for close

up renders where you can see the edge of the glass. More panes means more

geometry, so use Single when the opening is far from camera.


GLASS SEAL PROFILE

The curve object used as the cross-section of the glazing bead.

Shown when: Frame Type is Custom Profile.


This is the small strip that holds the glass into the shutter. Leave it empty if

you do not want a visible bead, or point it at a curve to get a precise

manufactured look.


ARCH HEIGHT

How far the arched top rises above the rectangular part.

Shown when: Shutter Opening Style is Hinged, Pocket or Pivot.


Set it to 0 for a flat topped opening. Increase it and the top curves upward,

adding to the total height. Set it to half the opening width for a true

semi-circular arch. The boolean cutter follows the arch shape, so the hole cut in

your wall matches.


Only hinged, pocket and pivot shutters can be arched. Bifold and sliding shutters

are always flat topped, which is why this control disappears when you pick them.

If you set an arch, then switch to bifold or sliding, the value is remembered but

ignored — both the opening and its wall cutter stay square. Switch back to hinged,

pocket or pivot and your arch returns.


ARCH RESOLUTION

How many segments the arch curve is divided into.

Shown when: Shutter Opening Style is Hinged, Pocket or Pivot.


Low values give a faceted arch, which can be exactly what you want for a

low-poly or game asset. Higher values give a smooth curve at the cost of more

geometry. Raise it until the arch looks smooth at your camera distance and then

stop.


BIFOLD SHUTTER WIDTH OFFSET

Nudges bifold panel widths to compensate for your custom profile.

Shown when: Shutter Opening Style is Bifold and Frame Type is Custom Profile.


Custom profiles are rarely symmetrical, which can leave bifold panels looking

slightly unequal where they meet. This shifts the split to correct that. Adjust

it a little at a time while looking at the closed shutters.



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11. STILE OPTIONS (FIXED SHUTTERS)

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Shown when: Opening Type is Fixed Shutters.


LEFT STILE OPTION

Adds or removes the vertical frame member on the left of the fixed panel.


Turn it off when the fixed panel butts against a wall, a door frame or another

opening, so you do not get two frame members sitting side by side. Turn it on

when the edge is exposed and needs finishing.


RIGHT STILE OPTION

Adds or removes the vertical frame member on the right of the fixed panel.


Works exactly like Left Stile Option, for the other side. Turning both off is

useful for a panel that sits between two other openings, such as the middle light

of a run of fixed glazing.


FRAMED SHUTTERS / SOLID SHUTTERS

Switches between a panel with a frame around it and one solid slab.


Framed gives you stiles and rails around the panel, like traditional joinery, and

unlocks the panel style options. Solid gives a single flat slab with no

surrounding frame — right for flush modern doors and for simple vent panels.


SHUTTER PANEL MATERIAL (in this section)

Chooses the material used on the solid slab.

Shown when: Framed Shutters is switched off.


Careful, this label is used twice in the panel for two different things. Here, in

the Fixed Shutters section, it is a material slot and you pick an actual material

from your file. Further down, in the panel style section, a control with the same

label chooses between glass and a solid panel instead.



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12. SHUTTER CONTROLS

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Shown when: Opening Type is Openable Shutters.


SHUTTER OPENING STYLE

Decides how the shutter moves when it opens.


Hinged Opening swings on hinges like a normal door. Pocket Opening slides

sideways into the wall. Pivot Opening rotates about a vertical axis somewhere

inside its own width. Bifold Opening folds up like a concertina. Sliding Opening

runs along a track in front of the frame. This is the most important choice in

the whole panel — it changes which other settings appear and which hardware is

offered, because a sliding door has no hinges and a bifold has no lockset.


PIVOT DISTANCE

How far in from the edge the pivot axis sits.

Shown when: Shutter Opening Style is Pivot Opening.


At zero the shutter turns on its edge, which looks like a hinge. Move it inward

and you get the centre-pivot look used in tall pivot doors and warehouse windows.

Halfway gives a shutter that swings symmetrically on its centre line.


NO OF PANELS

How many leaves the shutter is divided into.

Shown when: Shutter Opening Style is Bifold Opening or Sliding Opening.


Accepts 2 to 6. For bifold, panels fold against each other in pairs, so even

numbers usually look more natural. For sliding, each panel gets its own track

position and they stack up as the opening percentage increases. More panels means

noticeably more geometry, so keep the count as low as the design allows.


FRAMED SHUTTERS / SOLID SHUTTERS

Switches between framed shutters and solid slabs.


Same control as described in section 11, repeated here so it is reachable for

openable shutters too. Framed unlocks the panel style, cross rail and mullion

sections; Solid hides them and gives you a flush slab.


SHUTTER TYPE

Sets how many shutters fill the opening and whether they are equal.

Shown when: Shutter Opening Style is not Bifold or Sliding.


Single Shutter is one leaf covering the full width — the normal choice for a

door. Double Shutters splits the opening into two equal leaves meeting in the

middle, for French doors and casement windows. Uneven Shutters also gives two

leaves but lets you control the split, for the common arrangement of one wide

everyday leaf plus a narrow one that is normally bolted shut.


UNEVEN SHUTTER WIDTH

Sets where the split falls between the two unequal leaves.

Shown when: Shutter Type is Uneven Shutters and Custom Frame is switched on.


Raise it to make the first leaf wider and the second narrower. Use it to model a

door pair where one leaf is the everyday entrance and the other only opens for

furniture.



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13. SHUTTER PANEL STYLE

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Shown when: Framed Shutters is on and Custom Frame is off.


SHUTTER PANEL STYLE

Chooses what fills the area inside the shutter frame.


Solid Panels fills it with a flat panel or glass. Louvers fills it with angled

horizontal slats, for shutters and vents. Dowels fills it with vertical round

bars, for screens, gates and ventilation panels. Each choice reveals its own

settings below. Choosing Dowels also hides the cross rail and mullion sections,

since bars and dividers do not combine.


LOUVER ANGLE

How steeply the slats are tilted.

Shown when: Shutter Panel Style is Louvers.


Zero gives flat horizontal slats you can see straight through. Increasing the

angle tips them, which closes the view and reads as a shutter that is shut. This

is a good value to animate if you want louvres that open and close.


LOUVER HEIGHT

How tall each individual slat is.

Shown when: Shutter Panel Style is Louvers.


Smaller values give many thin slats, which looks like a fine plantation shutter

and costs more geometry. Larger values give fewer, chunkier slats. The add-on

fits a whole number of slats into the available height, so the count changes as

you drag this.


REALIZE LOUVER INSTANCES

Converts the repeated slats from copies into real geometry.

Shown when: Shutter Panel Style is Louvers.


Leave this off while you design — instances are much lighter and the viewport

stays fast. Turn it on when you need the slats to be genuine separate geometry,

which matters if you are exporting to another program, applying booleans, or

using modifiers that cannot see instances. Turning it on will slow the viewport,

so switch it back off if you keep designing.


DOWEL SIZE

How thick each round bar is.

Shown when: Shutter Panel Style is Dowels.


Small values give thin rods like a security screen. Larger values give heavy

bars like a gate. This is the bar diameter, so it also affects how much you can

see between the bars.


NO OF DOWELS

How many bars are spaced across the panel.

Shown when: Shutter Panel Style is Dowels.


The bars are spread evenly across the available width, so increasing the count

packs them closer together rather than making the panel wider. Combine with

Dowel Size to control how open or closed the screen looks.


REALIZE DOWEL INSTANCES

Converts the repeated bars from copies into real geometry.

Shown when: Shutter Panel Style is Dowels.


Exactly the same trade-off as Realize Louver Instances — leave it off for a fast

viewport, turn it on when you need real geometry for export or booleans.


SHUTTER PANEL MATERIAL (in this section)

Chooses whether the panel area is glass or a solid panel.


This is a dropdown with two choices, Glass and Solid Panel, not a material slot.

Pick Glass for windows and glazed doors, Solid Panel for flush and panelled

doors. To choose which actual material is used, see the Materials section. Note

this label is also used in the Fixed Shutters section for a real material slot.



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14. SHUTTER OPENING CONTROLS

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Shown when: Opening Type is Openable Shutters.


SWITCH SHUTTER OPENING SIDE

Flips which side the shutter is hinged or slides from.

Shown when: the current shutter arrangement has a meaningful handed side.


Use it when a door opens the wrong way for your plan — it mirrors the hinge side,

the handle and the lockset together, so you do not have to move each one. For

sliding and bifold arrangements it swaps the direction the panels travel.


SHUTTER MAX OPENING ANGLE

The angle the shutter reaches when fully open.

Shown when: Shutter Opening Style is not Bifold Opening.


This is the limit, in degrees, that 100 percent open corresponds to. Ninety

degrees is a normal door standing square to the wall. Reduce it to model a door

restricted by a wall or a stop, or raise it past ninety for a door that folds

back flat against the wall.


SHUTTER OPENING PERCENT

How far open the shutter currently is, from 0 to 100.


Zero is fully closed, 100 is open to the maximum angle you set above. This is the

value to animate for an opening door or window — insert keyframes on it directly

and it keeps working even after you bake the shutters, so you can animate heavy

openings without the viewport slowing down.


SHUTTER OPENING SYMMETRY

Makes the folding panels open evenly on both sides.

Shown when: Shutter Opening Style is Bifold Opening with more than two panels.


Off, the panels fold up from one end. On, they fold in from both ends toward the

middle, which is the usual arrangement for wide bifold door sets across a

opening.


USE BAKED SHUTTERS

Uses previously baked shutter geometry instead of rebuilding it live.


Turn this on after baking to get the speed benefit. Turn it off to go back to

live evaluation when you want to change something the bake has frozen. If you

turn it on without having baked anything, the shutters will disappear — bake

first, then enable it. See the Baking section for the full workflow.



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15. CROSS RAILS

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Shown when: Framed Shutters is on, Custom Frame is off, and Shutter Panel Style

is not Dowels.


Cross rails are the horizontal bars that divide a shutter into rows, like the

glazing bars of a traditional window.


NO OF CROSS RAILS

How many horizontal dividers to add.


Set it to 0 for no dividers, giving one clear pane. One gives a single bar

splitting the shutter into two rows. Higher numbers give classic multi-pane

windows. All the settings below only appear once this is above zero.


CROSS RAIL DEPTH

How far the rails stick out front to back.


Shallow rails read as slim modern glazing bars. Deeper rails read as chunky

traditional joinery and cast more shadow.


CROSS RAIL HEIGHT

How thick each rail looks seen face on.


This is the visible width of the bar. Thin values give a delicate divided light;

thicker values start to look like a solid rail dividing two separate panels.


CROSS RAIL SPACING TYPE

Switches between evenly spread rails and manually positioned ones.

Shown when: No of Cross Rails is not 1.


Off spreads the rails evenly across the height, which is what you usually want.

On lets you drive the position yourself so you can model an off-centre

arrangement, such as a wide bottom panel with narrow lights above.


CROSS RAIL POSITION

Sets how high the single rail sits.

Shown when: No of Cross Rails is 1 and Shutter Panel Style is not Louvers.


Only relevant with exactly one rail. Move it up or down to place the divide —

low for a cottage window with a small bottom pane, high for a door with a large

lower panel and a small vision light on top.


REALIZE CROSS RAIL INSTANCES

Converts the repeated rails from copies into real geometry.


Same trade-off as the other realize toggles — off keeps the viewport fast, on

gives real geometry needed for export and booleans.



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16. MULLIONS

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Shown when: Framed Shutters is on, Custom Frame is off, and Shutter Panel Style

is not Dowels.


Mullions are the vertical version of cross rails — upright bars dividing the

shutter into columns. Combine them with cross rails to get a grid of panes.


NO OF MULLIONS

How many vertical dividers to add.


Zero gives no vertical division. One splits the shutter into two columns. Use

this together with No of Cross Rails to build any grid — two of each gives a

nine-pane window.


MULLION DEPTH

How far the mullions stick out front to back.


Usually you want this to match Cross Rail Depth so the grid looks like one

consistent set of glazing bars.


MULLION WIDTH

How thick each mullion looks seen face on.


The vertical equivalent of Cross Rail Height. Matching the two gives an even

grid; deliberately differing them gives the heavier-verticals look found in some

period windows.


MULLION SPACING TYPE

Switches between evenly spread mullions and manually positioned ones.

Shown when: No of Mullions is not 1.


Off spreads them evenly across the width. On hands the position to you, for

asymmetric arrangements such as a wide main pane beside a narrow side light.


MULLION POSITION

Sets how far across the single mullion sits.

Shown when: No of Mullions is 1.


Only relevant with exactly one mullion. Slide it left or right to place the

vertical divide off centre.


REALIZE MULLION INSTANCES

Converts the repeated mullions from copies into real geometry.


Same trade-off as the other realize toggles.



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17. LOCKSET

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Shown when: Opening Type is Openable Shutters and Shutter Opening Style is

Hinged or Pivot. The section header changes name depending on which hardware

applies to your current style.


LOCKSET - YES / NO

Adds or removes the lock plate and handle assembly.


Turn it on for an entrance door that needs a visible lock. Turn it off for

internal doors, windows and anywhere you are modelling the hardware separately.

All the settings below only appear when this is on.


USE BAKED LOCKSET

Uses previously baked lockset geometry instead of rebuilding it live.


Same idea as Use Baked Shutters, for the lockset only. Bake first, then enable.


LOCKSET TYPE

Chooses between the two lockset designs.


Option A is the fuller assembly with a base plate, a lever and a keyhole, and

exposes the most settings. Option B is a simpler variant with fewer parts. Switch

between them and see which suits the door — the settings list changes to match,

because Option B has no separate base height.


LOCKSET BASE WIDTH / RADIUS

How wide the back plate is.


On the rectangular design this is the plate width; on the rounded one it acts as

a radius. Larger values give a substantial commercial looking plate.


LOCKSET BASE DEPTH

How far the back plate stands off the door face.


Small values sit almost flush with the door. Larger values give a chunkier

surface-mounted look.


LOCKSET BASE HEIGHT

How tall the back plate is.

Shown when: Lockset Type is Option A.


Together with Base Width this sets the overall proportion of the plate. Tall

narrow plates read as European style; short wide ones read differently.


LOCKSET HANDLE WIDTH

How long the lever is.


This is how far the handle reaches out from the plate. Longer levers are easier

to read at a distance and are typical of modern commercial hardware.


LOCKSET HANDLE DEPTH

How thick the lever is front to back.


Thin values give a delicate lever, thicker values a solid chunky one.


LOCKSET HANDLE HEIGHT

How tall the lever section is.

Shown when: Lockset Type is Option A.


Controls the lever's profile in the vertical direction, letting you go from a

flat blade to a squarer bar.


LOCKSET MIDDLE DEPTH

How far the neck stands off between plate and lever.


This is the short stem connecting the lever to the plate. Increase it to move the

lever further from the door face, which is how you get clearance on a thick door.


KEYHOLE SIZE

How large the keyhole opening is.


Set it small for a subtle cylinder and larger for an obvious traditional

keyhole. Set it to its minimum if you want the plate to look blank.


LOCKSET HANDLE MAX ANGLE

The angle the lever reaches when fully turned.


The limit that a full rotation corresponds to, in degrees, in the same way that

Shutter Max Opening Angle works for the shutter itself.


LOCKSET HANDLE ROTATION

How far the lever is currently turned.


Animate this together with Shutter Opening Percent to make the handle press down

just before the door starts to swing.


LOCKSET POS X

Moves the lockset across the width of the shutter.

Shown when: Framed Shutters is switched off.


Only offered on solid shutters, where there is no frame to align to. Use it to

set how far in from the edge the lock sits.


LOCKSET POS Z

Moves the lockset up or down the shutter.


This is the handle height above the floor, which is worth getting right because

it is one of the things that makes a door read as the correct scale. Around one

metre is typical for a door.



═══════════════════════════════════════════════════════

18. HANDLES

═══════════════════════════════════════════════════════


Shown when: Opening Type is Openable Shutters.


HANDLE - YES / NO

Adds or removes the pull handle.


Independent of the lockset, so you can have a handle with no lock, a lock with no

handle, or both. Turn it off if you are modelling your own hardware.


USE BAKED HANDLES

Uses previously baked handle geometry instead of rebuilding it live.


Bake first, then enable. Handle position stays adjustable even after baking.


HANDLE TYPE

Chooses between the three handle designs.

Shown when: Shutter Opening Style is Hinged, Pocket or Pivot.


Option A, B and C are three different shapes — try each and pick the one that

suits the door. Sliding and bifold shutters use their own appropriate handle, so

this control is hidden for them.


HANDLE SIDE

Chooses which faces of the shutter get a handle.


Inside puts one on the inner face only, Outside on the outer face only, and Both

Sides on both. Use Both Sides for a door people pass through from either

direction; use a single side for a cupboard or a window that is only reached from

one side. Fewer handles means less geometry.


HANDLE DEPTH

How far the handle stands out from the shutter face.


This is the grip clearance. Larger values give a handle you could obviously get a

hand behind; smaller values give a flush modern pull.


HANDLE WIDTH / RADIUS

How thick the handle bar is.


On round handles this acts as the radius, giving you anything from a slim rod to

a fat tubular grip.


HANDLE HEIGHT

How long the handle is along the shutter.


Short values give a knob or small lever, long values give a full height ladder

pull of the kind used on shopfronts and entrance doors.


HANDLE POS X

Moves the handle across the width of the shutter.

Shown when: Framed Shutters is off, or Custom Frame is on with a custom profile.


Use it to set how far in from the leading edge the handle sits. On framed

shutters the handle is aligned to the frame automatically, which is why this only

appears in the cases where there is nothing to align to.


INSIDE HANDLE OFFSET

Shifts only the inner handle sideways.

Shown when: Custom Frame is on and Frame Type is Custom Profile.


Custom profiles are often different on the inside and outside faces, which can

leave the two handles looking misaligned. This corrects the inner one without

moving the outer one.


HANDLE POS Z

Moves the handle up or down the shutter.


The handle height above the floor. Keep it consistent with Lockset Pos Z so the

two pieces of hardware line up.


ROTATE HANDLE

Turns the handle ninety degrees.


Switches between a horizontal and a vertical handle. Vertical suits long pull

handles on entrance doors; horizontal suits levers and window fittings.



═══════════════════════════════════════════════════════

19. HINGES

═══════════════════════════════════════════════════════


Shown when: Shutter Opening Style is Hinged Opening or Bifold Opening.


USE BAKED HINGES

Uses previously baked hinge geometry instead of rebuilding it live.


Bake first, then enable. Hinge count stays adjustable after baking.


NO OF HINGES

How many hinges are spaced down the shutter edge.


They are spread evenly down the height. Two is normal for a light internal door,

three for a heavier external one, and more for tall or heavy leaves. On bifold

shutters hinges are also placed between the folding panels.


HINGE RADIUS

How thick the hinge barrel is.


The barrel is the cylindrical knuckle the door pivots on. Small values give a

discreet fitting; larger values give a visible heavy duty hinge.


HINGE HEIGHT

How tall each hinge is.


Taller hinges read as heavier hardware. Keep it in proportion to the shutter

frame width or the hinge will look bolted on.



═══════════════════════════════════════════════════════

20. BEVEL & SUBDIVISION

═══════════════════════════════════════════════════════


BEVEL

Rounds off the sharp edges of the frame and shutters.


Real joinery is never perfectly sharp, and a small bevel catches light along the

edges, which makes close up renders look far more believable. Turn it off for

low-poly and game assets where you cannot spare the geometry.


BEVEL SUBDIVISION

How many segments the rounded edge is divided into.


Zero gives a single flat chamfer, which is cheap and often enough. Higher values

give a genuinely round edge for close up work. Every increase multiplies the

geometry across the whole opening, so raise it only as far as the camera needs.


OVERALL SUBDIVISION

Smooths the entire opening by subdividing all of it.

Shown when: Bevel Subdivision is 0 or less.


This is the blunt instrument version of smoothing — it subdivides everything

rather than just the edges. Useful for organic or heavily curved custom profiles.

It gets expensive quickly, so prefer Bevel Subdivision when you only need

crisp edges.



═══════════════════════════════════════════════════════

21. MATERIALS

═══════════════════════════════════════════════════════


Each slot has a search field with a dropdown, so you can assign any material in

your file, not just the bundled ones. Nine materials are loaded when you first

click Append NodeTree: Aluminium, Blue, Glass, Grey, Metal, Wood_01, Wood_02,

Wood_Painted_01 and Wood_Painted_02, all with 4K textures.


OPENING FRAME MATERIAL

The material on the fixed frame around the opening.


This is the surround built into the wall. A common setup is a painted or timber

frame here with a different finish on the moving shutter.


SHUTTER FRAME MATERIAL

The material on the moving shutter and its frame.


Covers the stiles, rails and solid panels of the shutter. Set it to the same

material as the opening frame for a uniform look, or something different to make

the door read as a separate element.


GLASS MATERIAL

The material on the glazing.


Applies to every pane, including the extra panes added by double and triple

glazing. The bundled Glass material is already set up to be transparent and

refractive.


HANDLE MATERIAL

The material on the handles.


Usually a metal. Keeping handles, lockset and hinges on the same material makes

the hardware look like a matching set.


LOCKSET MATERIAL

The material on the lock plate and lever.


Assign the same metal as the handles unless you deliberately want contrasting

ironmongery.


HINGE MATERIAL

The material on the hinges.


Hinges are often barely visible, so this is a good candidate for the same metal

as the rest of the hardware rather than something unique.



═══════════════════════════════════════════════════════

22. BAKING

═══════════════════════════════════════════════════════


Geometry Nodes rebuilds the whole opening every time anything changes. On a

complex opening — many panels, glazing, hardware, bevels — that can make the

viewport sluggish. Baking freezes the heavy parts so Blender can reuse them

instead of recalculating.


BAKE SHUTTERS

Marks the shutter geometry to be included in the next bake.


The shutters are usually the heaviest part, so this is the one that buys you the

most speed. Tick it before clicking Bake Selected.


BAKE HANDLES

Marks the handle geometry to be included in the next bake.


Worth baking when you have handles on both sides of several panels, since the

count multiplies quickly.


BAKE LOCKSET

Marks the lockset geometry to be included in the next bake.


The lockset is detailed but there is only one of it, so this saves less than the

others. Still useful on a finished door.


BAKE HINGES

Marks the hinge geometry to be included in the next bake.


Most useful when you have raised the hinge count or are working with bifold

shutters, where hinges appear between every panel.


BAKE SELECTED

Calculates and stores the geometry for everything you ticked.


Click this after ticking the boxes above. Blender processes the opening and

caches the result, which can take a moment the first time. Once it finishes,

switch on the matching Use Baked options so the cached version is actually used.

Some things stay adjustable even on baked geometry — shutter opening percentage,

handle and lockset positions, and hinge count — so you can still animate a door

after baking it.


TRASH (DELETE BAKE)

Throws away the stored geometry.


Do this when you have changed something the bake has frozen, such as the frame

size or the panel style, and the opening no longer matches what you see. Delete

the bake, make your changes, then bake again.



═══════════════════════════════════════════════════════

23. CREATE BOOLEAN

═══════════════════════════════════════════════════════


CREATE BOOLEAN

Builds a solid cutter object shaped like the hole this opening needs.


Click this and an object named to match your opening — Openings_Boolean_A for

Openings_A — is created, parented to the opening and hidden from the viewport and

render. Because it is parented, moving the opening moves the cutter with it. You

can add a Boolean modifier to your wall pointing at this object to preview the cut

without committing, or let Apply & Make Real do it for you. Running Create Boolean

again replaces the existing cutter, which is what you want after resizing the

opening.


The cutter is built one of two ways, depending on the Custom Frame & Arched

Opening checkbox rather than on whether you actually have an arch:


  • Checkbox off — a plain box, scaled to the opening.

  • Checkbox on  — built by Geometry Nodes so it can follow an arched top.

                   With Arch Height at 0 this still gives a square hole.


Both cut a correct hole. The cutter is hidden, and hidden objects are skipped by

Blender's viewport evaluation, so if you unhide it to inspect it you may see a

placeholder cube for a moment until the viewport refreshes. The cut itself is

always correct — Blender evaluates the cutter properly for the Boolean modifier

whether it is hidden or not.



═══════════════════════════════════════════════════════

24. APPLY & MAKE REAL

═══════════════════════════════════════════════════════


WALL FOR BOOLEAN

Picks the wall mesh that should have the hole cut into it.


Use the dropdown to choose your wall object. Leave it empty if you only want to

convert the opening to a mesh without touching any wall.


APPLY & MAKE REAL

Converts the opening into a normal mesh and cuts the wall in one step.


This finishes the job. It realises any instances, applies the Geometry Nodes

modifier so the opening becomes ordinary editable geometry, and then — if you

picked a wall — briefly unhides the cutter, adds a Boolean Difference modifier to

the wall, applies it, and hides the cutter again. The result is clean geometry

ready for export to a game engine or another application.


Two things to know before you click it. First, the opening stops being

parametric: you can no longer change its width or style, because the sliders are

gone along with the modifier. Second, applying a boolean to the wall permanently

changes the wall mesh. Save your file first, or work on a duplicate, so you can

go back if you need to. If the opening shares its mesh data with another object,

the add-on separates it automatically before applying.


RESET ALL VALUE (the button above Create Boolean)

Puts frame, panel and hardware sizes back to their factory defaults.


Use this when you have adjusted a lot of numbers and want a clean starting point

without deleting the opening and starting again. It resets sizes such as frame

depth and height, threshold, louvers, dowels, cross rails, mullions and handle

dimensions, scaled to whichever unit you are working in. It does not change your

shutter style, opening type or materials.



═══════════════════════════════════════════════════════

25. SETTINGS ONLY ON THE MODIFIER

═══════════════════════════════════════════════════════


A few inputs exist in the node group but are not shown in the sidebar panel. To

reach them, select the opening, open the Properties editor, go to the wrench

(Modifier) tab and scroll through the GeometryNodes modifier.


ARCH TYPE

Chooses between three different arch shapes.


Type A, B and C give three different curve profiles for an arched top — for

example a shallower or more pointed arch. This is not in the sidebar panel, so

set it on the modifier if the default arch shape is not the one you want.


PRESET OPENING / PRESET DOOR / PRESET WINDOW / PRESET VENTS SIDELIGHT TRANSOM

The older dropdown based preset picker.


These four menus were how presets were chosen before version 1.4.0 introduced the

thumbnail gallery. They still work from the modifier, but the gallery in the

sidebar is easier and is the recommended way to apply presets.



═══════════════════════════════════════════════════════

26. PERFORMANCE TIPS

═══════════════════════════════════════════════════════


BAKE EARLY, BAKE OFTEN

Baking turns the Geometry Nodes evaluation into a static cache, after which the

component costs almost nothing to display. Bake the shutters first — they are the

heaviest part of most configurations.


WORK AT LOW SUBDIVISION

Keep Bevel Subdivision and Overall Subdivision at 0 while designing and raise them

only for final renders or export. Subdivision multiplies geometry very quickly.


HIDE OPENINGS YOU ARE NOT EDITING

Every opening carries its own Geometry Nodes modifier. In a scene with many of

them, hide the ones you are not working on (H to hide, Alt+H to show all) —

hidden objects are not evaluated.


DO NOT STACK EXTRA BOOLEANS ON THE OPENING

Create Boolean makes a separate cutter object for the wall. Adding your own

Boolean modifiers to the opening object itself stacks them on top of the whole

Geometry Nodes evaluation and gets slow fast.


LEAVE THE REALIZE TOGGLES OFF WHILE YOU DESIGN

The Realize toggles on louvers, dowels, cross rails and mullions turn instances

into real geometry. Instances are much cheaper. Only realize when you need to

export, bake or boolean those parts.


KEEP THE PANEL COUNT DOWN

Bifold and sliding openings build every leaf. Six panels is roughly three times

the geometry of two. Triple glazing and high louver counts are also expensive.



═══════════════════════════════════════════════════════

27. TIPS AND TROUBLESHOOTING

═══════════════════════════════════════════════════════


THE PANEL ONLY SHOWS "APPEND NODETREE"

The node group is not in this file yet. Click the button once.


THE FULL SETTINGS DO NOT APPEAR

Select an opening object. The panel needs the active object to be named

Openings_something and to still have its Geometry Nodes modifier. After Apply &

Make Real the modifier is gone, so the settings will not come back.


THE SHUTTERS HAVE DISAPPEARED

A Use Baked option is switched on but nothing has been baked, or the bake was

deleted. Either bake, or switch the Use Baked option off.


THE OPENING HAS NO FRAME — JUST A FLOATING PANE OF GLASS

Frame Type is set to Custom Profile and the Frame Profile field is empty. New

openings come with the bundled profiles filled in, but an older opening, or one

where the field was cleared, needs a curve picked in Frame Profile, Shutter

Profile and Glass Seal Profile. The bundled ones are named

Frame_Profile_Custom_Profile, Shutter_Frame_Profile and Glass Seal_Double.


The add-on now warns you about this. If Custom Frame is on and one of the three

profile fields is empty, a message appears on the Geometry Nodes modifier in the

Properties editor telling you which profile is missing and what the bundled one

is called. See "Warnings on the modifier" below.


WARNINGS ON THE MODIFIER

Some mistakes are easy to make and hard to spot, so the opening reports them

itself. Select the opening, open the Properties editor and look at the Geometry

Nodes modifier — any warnings appear there.


At the moment there are three, one for each custom profile slot. They appear when

Custom Frame is switched on and that profile field is empty.


  Note: the warning appears whenever Custom Frame is on, even if Frame Type is

  set to one of the Preset A to H profiles, where the profile fields are not

  actually used. In that case you can ignore it — the wording says "If Frame Type

  is Custom Profile" for exactly this reason. Filling the field in, or switching

  Custom Frame off, clears the message either way.


MY ARCH DISAPPEARED WHEN I CHANGED THE SHUTTER STYLE

Bifold and sliding shutters cannot be arched. Your arch value is remembered —

switch back to hinged, pocket or pivot and it returns.


THE FRAME LOOKS WRONG AFTER PICKING A FRAME PRESET

Each Frame Type preset is designed for particular shutter styles, and the menu

entry says which — for example Preset E is for Pocket and Preset G for Sliding.

Pairing a preset with a style it was not built for produces an odd looking frame.

Match them up, or use Custom Profile.


THE VIEWPORT IS SLOW

Turn off the Realize toggles while designing, keep Bevel Subdivision low, reduce

the panel count, and bake the shutters once the design settles. Glazing set to

Triple and high louver counts are also expensive.


SLIDERS FEEL STUCK AT THE WRONG RANGE

You changed the unit without clicking the Reset All Values button under Unit

Preference. Click it and the ranges rescale.


THE HOLE IN THE WALL IS THE WRONG SIZE

Run Create Boolean again. The cutter is built from the opening size at the moment

you create it, so it needs regenerating after you resize the opening.


MATERIALS LOOK PINK OR MISSING

Click Append NodeTree once in this file. It relinks all textures to the add-on

folder.



═══════════════════════════════════════════════════════

28. FREQUENTLY ASKED QUESTIONS

═══════════════════════════════════════════════════════


Can I use this with Blender 4.x?

No. This version requires Blender 5.2 or later, because Blender 5.0 changed the

way add-ons read and write Geometry Nodes modifier settings. Use version 1.3.x

for Blender 4.x.


How many openings can I have in one file?

As many as you want. Naming continues past Z automatically.


Can I animate a door opening?

Yes. Keyframe Shutter Opening Percent. It keeps working after baking, so you can

animate heavy openings without slowing the viewport.


Can I use my own frame profiles?

Yes. Turn on Custom Frame & Arched Opening, set Frame Type to Custom Profile and

pick your own curve objects for the frame, shutter and glass seal.


Do I have to use the bundled materials?

No. Every material slot accepts any material in your file.


Are my custom presets safe when I update the add-on?

They live in presets.json inside the add-on folder. Copy that file somewhere safe

before reinstalling, then put it back afterwards.


Can I export to a game engine?

Yes. Turn on the Realize toggles for anything instanced, then use Apply & Make

Real to get ordinary mesh geometry, and export as normal.



═══════════════════════════════════════════════════════

29. WHAT'S NEW IN 1.4.1

═══════════════════════════════════════════════════════


BLENDER 5.2

This release is built for Blender 5.2. Blender 5.0 changed the way add-ons read

and write Geometry Nodes modifier settings, and 1.4.1 uses the new method. If you

are still on Blender 4.x, stay on version 1.3.x.


NEW

  • Tooltips on every setting — hover any field in the panel for a one-line

    summary of what it does.

  • Warnings on the modifier — the opening tells you when a custom profile slot

    is empty, instead of silently building no frame.


FIXED

  • Custom Profile produced an opening with no frame at all — just a floating

    pane of glass. The bundled profiles are now filled in automatically on new

    openings.

  • Dowel Size, No of Dowels and Realize Dowel Instances never appeared when

    Shutter Panel Style was set to Dowels.

  • Create Boolean built an arched wall cutter for bifold and sliding shutters,

    which cannot be arched, so the hole was arched above a square door.

  • Create Boolean failed on custom frame and arched openings, because the

    boolean node group was never loaded.

  • All six material slots were left empty when creating an opening.

  • Operator buttons appeared to do nothing until the viewport was nudged.

  • Enabling or disabling this add-on alongside Procedural Windows Generator

    raised an error, as both registered the same scene properties.

  • Node links that Blender had to repair on every file open are now stored

    correctly, so the warnings on load are gone.



═══════════════════════════════════════════════════════

30. SUPPORT

═══════════════════════════════════════════════════════


For questions, bug reports and feature requests:


Discord   |    YouTube


When reporting a bug, please include:

  • Your Blender version

  • What you did and what happened

  • Any error text from Blender's System Console

    (Window → Toggle System Console)


Thanks and enjoy.

Stay creative and have fun!

ProceduralX


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Published over 3 years ago
Blender Version 5.2
Render Engine Used Cycles
License GPL