Generate a Central European tenement facade – Gründerzeit or Jugendstil – with one Geometry Nodes modifier.
Tidebone Altbau Facade builds the street front of a Mietshaus: you set the window axes and storeys, pick a style, and get the rusticated ground floor, string courses, window hoods, consoles, a dentil cornice, an entrance with stone surround and a lit or curtained room behind every window. Switch on a carriage passage, an oriel over one or two storeys, cast-iron balconies and a gable or mansard roof with dormers. Back and side walls make it a free-standing house or a terrace.
It is built to work with two other Tidebone tools: the Roof Footprint output hands the eave line to Roof & PV (tiles, dormers, solar modules), and the Parts output feeds only the plaster to Worn Walls (chipped plaster, damp, cracks). Both are optional and sold separately.
Features
- Gründerzeit pack: rusticated base, alternating segment and triangle pediments, console sills, string courses, dentil cornice, corner lisenes, cast-iron balusters
- Jugendstil pack: arched windows with archivolt and key stone, whiplash ornament, sunflower roundels, wave frieze, art-nouveau wave railings, smooth cornice
- Size: 3–11 axes, 2–8 storeys, bay width, ground and storey height, window width
- Openings: entrance (none / centre / left / right), carriage passage, oriel (position, 1–2 storeys), balconies (main floor, next floor or both; centre / every second / all axes)
- Roof: none, simple gable, mansard with dormers – or Roof Footprint + Eave Height for Roof & PV, with firewall gables under the tiled roof
- Other sides: back wall and side walls as none / firewall / plain windows
- Windows with life: every window gets a random room (dark, curtain tones, lit), set by Seed
- Parts output: walls only / trim only / windows and details – the three parts add up exactly to the whole facade
- 8 procedural materials with 5 plaster colours, asset-browser ready, demo scene, README with input tables and a polycount table
- No add-ons, no Python, no image textures. Tested headless on Blender 4.2 LTS, 4.5 LTS and 5.2 LTS: 80 parameter cases each, 0 errors, identical vertex, face and triangle counts
What it is not (so you know before you buy): not a city or block generator – one modifier is one house front; no corner houses (Eckhaus), shop fronts, interior, stairwell, courtyard or chimneys; the roof proxy is a simple solid, use Roof & PV for tiles; windows are single-sash frames with transom and mullions, not full box windows; the ornament is stylised, not a copy of a particular building; render model, not a game asset (about 11,500 triangles for a default 5×5 house, up to 67,000 with everything on); UVs are a metric box projection; checked in Cycles only (EEVEE and the GUI were not tested). The renders are product visualisations; ground, sky and sidewalk are stand-ins and not included.
Included: tidebone_altbau_facade.blend (generator + 8 helper groups + 12 materials), asset catalog, demo scene (terrace of four houses), README, license (Personal 1 seat / Studio up to 10).
FAQ
Which Blender versions? 4.2 LTS and newer; tested on 4.2.23, 4.5.14 and 5.2.1 with identical vertex, face and triangle counts.
Does it work in EEVEE? Standard shader nodes (glass uses transmission), but only Cycles was checked.
Do I need Roof & PV or Worn Walls? No. The generator has its own simple gable and mansard roof, and its own plaster. The two other products are optional upgrades.
Can I use my own materials? Yes: eight material inputs; the interior material reads the per-window attribute ab_rand.
Can I change the style per storey? The two style packs are global per house; mix houses of both styles in a street, or realize the mesh and edit it.
Is it game-ready? No; apply the modifier and decimate. A default house is about 11,500 triangles realized.
Can I use it commercially? Yes, in any number of projects. You may not resell or redistribute the asset itself. Personal = one person, Studio = one company up to 10 people.