Documentation

Japanese Building Generator

Everything about the modifier: installing it, the five buildings, every input, the materials, the two scenes, and how to keep it fast.

Overview

The generator is a Geometry Nodes modifier. It ignores the mesh it sits on and builds a complete building at the object's origin: stone base, storeys with pillars, walls, windows and balconies, bracketed eaves, curved tiled roofs with gables and ornaments, and the materials for all of it.

The five buildings (Japanese Building 1 – Castle to 5 – Temple Hall) are copies of the same node group with different defaults and materials, marked as assets. Japanese Building Generator is the generic group they come from.

The five buildings

Installation

There is no add-on to install. Unzip the download and keep the folder together:

japanese_building_generator.blendThe node groups, materials and both scenes.
textures/2K ambientCG maps, linked with relative paths. Keep it next to the .blend.

Use it in your own files

  • Asset library (recommended): Edit › Preferences › File Paths › Asset Libraries, add the folder. The five buildings appear in the Asset Browser with previews, in any file. Set the library's import method to Append (Reuse Data) so materials are not duplicated.
  • Append: File › Append, open the .blend, go into NodeTree and pick a building. Its materials come with it.
If textures show up pink after you move files, use File › External Data › Find Missing Files and point it at the textures folder.

Quick start

  1. Add any mesh object, for example a cube (Shift A › Mesh › Cube).
  2. Drag a building from the Asset Browser onto it. Or: Properties › Modifiers › Add Modifier › Geometry Nodes, then pick Japanese Building 1 – Castle from the node group list.
  3. The building appears at the object's origin, with its materials. Move, rotate and scale the object as usual.
  4. Change the inputs in the modifier panel. Use several objects for a whole town; each keeps its own settings.
Quick start videoFrom a cube to all five buildings.

The five buildings

Key settings of each preset. Everything else is listed under Parameters.

InputCastlePavilionPagodaWhite CastleTemple Hall
Floors33551
Base Width10.576.51218
Base Depth9.576.510.511
Cross PlanOffOnOffOffOff
Roof Curvature0.350.550.60.40.55
Corner Upturn0.350.550.80.30.6
GablesOnOnOffOnOff
Irimoya TopOnOnOffOnOn
Podium Height41.5151.2
Wooden StairsOnOffOffOffOff
IvyOnOffOffOffOff
SpireOffOnOnOffOff
BellsOffOnOnOffOff
LanternsOnOffOffOffOff
Vertices245k141k123k286k206k

Parameters

All inputs of the modifier, panel by panel. Defaults are the Castle's; the other buildings change some of them. Lengths are in metres. Panels: Generator · Footprint · Roof · Gables · Structure · Base · Spire · Materials

Generator

Storey count and random variation.
InputTypeCastle defaultRangeWhat it does
SeedInt0Random seed for the variation and the shrubs
FloorsInt31 – 12Number of storeys
VariationFloat00 – 1Random jitter of taper and storey height, driven by Seed

Footprint

Plan size, storey proportions and the cross-shaped plan.
InputTypeCastle defaultRangeWhat it does
Base WidthFloat10.5≥ 1Width of the first storey along X, in metres.
Base DepthFloat9.5≥ 1Depth of the first storey along Y, in metres.
Floor HeightFloat2.8≥ 0.5Wall height of the first storey; upper storeys scale by Height Falloff.
TaperFloat0.740.4 – 1Footprint scale per storey
Height FalloffFloat0.780.4 – 1.2Storey height scale per storey
Cross PlanBoolOffCut the corners back into a cross-shaped plan
Cross InsetFloat0.220 – 0.45How far the corners are cut back, as a fraction of each side

Roof

Shape of every roof: pitch, curve, upturned corners, tiles and ornaments.
InputTypeCastle defaultRangeWhat it does
OverhangFloat1.5≥ 0How far the eaves reach beyond the walls.
Roof PitchFloat0.70 – 2Rise over half span
Roof CurvatureFloat0.350 – 10 = straight slope, 1 = flat eaves and steep ridge
Corner UpturnFloat0.35≥ 0How high the roof corners sweep up, in metres.
Corner FlareFloat0.040 – 0.5How far the corners sweep outwards
Roof ThicknessFloat0.2≥ 0.02Thickness of the roof slabs and eaves.
Roof ResolutionInt82 – 32Subdivisions of each roof surface. Lower is faster in the viewport.
RaftersBoolOnExposed rafter ends under the eaves.
Ornate EndsBoolOnOnigawara on the hip ends and round eave tile ends
Tile RibsBoolOnRound-tile rows on the roofs as real geometry
BellsBoolOffWind bells (furin) hanging from the roof corners.

Gables

Chidori-hafu gable dormers and the hip-and-gable (irimoya) top.
InputTypeCastle defaultRangeWhat it does
GablesBoolOnChidori-hafu gable dormers on the lower roofs
Gable SizeFloat0.50.1 – 1Gable width as a fraction of the storey width
Gable PitchFloat1.150.3 – 3Gable height over half width
Bargeboard SizeFloat0.90.1 – 3Depth of the gable bargeboards, relative to the roof thickness
Irimoya TopBoolOnHip-and-gable top roof
Ridge OrnamentsBoolOnGolden shachihoko on the top gables

Structure

Pillars, decks, brackets, balconies, windows, doors and lanterns.
InputTypeCastle defaultRangeWhat it does
Pillar RadiusFloat0.15≥ 0.02Radius (or half width) of the wall pillars.
Pillar SpacingFloat1.5≥ 0.3Target distance between pillars; windows sit in the bays between them.
Square PillarsBoolOnSquare pillars instead of round ones.
Deck ThicknessFloat0.25≥ 0.02Thickness of each storey's floor deck and balcony.
Balcony WidthFloat1.1≥ 0Width of the walkway around each storey.
Bracket HeightFloat0.16≥ 0.02Height of each layer of the tokyo bracket sets under the eaves.
Bracket StepFloat0.12≥ 0How far each bracket layer steps outwards.
RailingBoolOnBalcony balustrade around each storey.
Railing HeightFloat0.85≥ 0.1Height of the balcony balustrade.
Balustrade PanelsBoolOffSolid panels between the balustrade posts.
WindowsBoolOnBarred renji-mado windows between the pillars.
Wall PanelsBoolOnDark wainscot panels on the lower walls.
LatticeBoolOnPaper lattice (shoji) windows and lattice door leaves
LanternsBoolOnRed paper lanterns on the balcony posts

Base

Stone base, steps or wooden stairs, ivy and shrubs.
InputTypeCastle defaultRangeWhat it does
Podium HeightFloat4≥ 0Height of the stone base. 0 removes it.
Podium MarginFloat0.3≥ 0Stone top beyond the walls of the first storey
BatterFloat0.6≥ 0How far the stone foot spreads
Stone BlocksBoolOnRough 3D stone courses with sangi-zumi corners
Stone SizeFloat0.5≥ 0.15Course height of the stones
IvyBoolOnIvy patches climbing the stone walls
Ivy DensityFloat0.50 – 1How much of the stone wall the ivy covers.
Stair StepsInt50 – 30Stone steps (used when Wooden Stairs is off)
Stair WidthFloat1.5≥ 0.2Width of the stone steps or the wooden staircase.
Steps All SidesBoolOffStone steps on all four sides instead of the front only.
Platform BalustradeBoolOffStone balustrade around the top of the podium.
Wooden StairsBoolOnA two-flight wooden staircase up the podium instead of stone steps.
VegetationBoolOnShrubs around the foot of the base.
Vegetation DensityFloat0.550 – 1How many shrubs.

Spire

The sorin finial on top.
InputTypeCastle defaultRangeWhat it does
SpireBoolOffSorin finial on the top roof, as on pagodas.
Spire HeightFloat6≥ 0Height of the finial.
Spire RingsInt90 – 20Number of rings on the finial.

Materials

Ten material slots. The building uses its own set unless Custom Materials is on.
InputTypeCastle defaultRangeWhat it does
Custom MaterialsBoolOffUse the materials below instead of the building's own
WoodMaterialJB_Weathered_WoodPillars, beams, balconies and stairs.
PlasterMaterialJB_Plaster_WarmWalls.
TrimMaterialJB_Dark_WoodDecks, panels, door recesses, shoji backing.
RoofMaterialJB_Roof_WeatheredRoof tiles (uses the roof's own tile coordinates).
StoneMaterialJB_Castle_StoneSteps and platform paving.
MasonryMaterialJB_Rock_BlocksThe stone base.
MetalMaterialJB_BronzeOrnaments, finials, bells and ridge fish.
Light WoodMaterialJB_Light_WoodLattices, bargeboards and the wooden stairs.
FoliageMaterialJB_FoliageIvy and shrubs.
LanternMaterialJB_LanternPaper lanterns (emissive).

Materials

Each building uses its own ten materials. They are built into the node group, so a building dropped on a new object always arrives with them. To change them, turn on Custom Materials in the Materials panel and set any slot.

SlotUsed forCastlePavilionPagodaWhite CastleTemple Hall
WoodPillars, beams, balconies and stairs.Weathered WoodVermilion WoodVermilion WoodPlasterCedar
PlasterWalls.Plaster WarmPlasterPlasterPlasterPlaster
TrimDecks, panels, door recesses, shoji backing.Dark WoodDark WoodDark WoodDark WoodDark Wood
RoofRoof tiles (uses the roof's own tile coordinates).Roof WeatheredRoof TilesRoof TilesRoof TilesRoof Tiles
StoneSteps and platform paving.Castle StoneStoneStoneCastle StoneStone
MasonryThe stone base.Rock BlocksAshlarAshlarRock BlocksAshlar
MetalOrnaments, finials, bells and ridge fish.BronzeGoldGoldGoldBronze
Light WoodLattices, bargeboards and the wooden stairs.Light WoodLight WoodLight WoodPlasterCedar
FoliageIvy and shrubs.FoliageFoliageFoliageFoliageFoliage
LanternPaper lanterns (emissive).LanternLanternLanternLanternLantern

The materials are Principled BSDF setups on ambientCG 2K maps (colour, roughness, normal, AO) with extra realism: bevelled edges, per-part colour variation, grime in the creases and streaks. The roof material follows the tiles through their own coordinates, so the pattern lines up with the tile rows.

With Custom Materials off, the slot fields in the panel are ignored. That is what keeps the building's own look when you add it to a new object.

Scenes

Japanese Building Generator (outdoor)

The five buildings side by side on generated grounds: gravel around each footprint, grass that thins out with distance, a belt of trees behind the row, a sun and a sky HDRI. The grounds are a Geometry Nodes modifier too (JB Grounds on JB_Ground) and follow the objects in the JB Buildings collection, so you can move buildings around and the gravel and grass follow.

Japanese Building Studio

The same buildings on a 1 m checker floor that fades into a grey backdrop, lit by a soft key light and a studio dome. There is a 2:1 camera per building (JB_Studio_Cam_…) and a cover camera down the row (JB_Studio_Cover). Both scenes share the buildings: change one, both update.

Rendering

  • Both scenes are set to Cycles, 128 samples, adaptive sampling, denoising and AgX (Medium High Contrast).
  • EEVEE works too; turn on Raytracing for the roof and plaster to look their best.
  • The lanterns are emissive and light the balconies at dusk; lower the sun for an evening shot.
  • On GPUs with little memory, render the buildings you need and hide the rest (camera icon in the outliner).

Performance

A building is 120k–290k vertices. To keep the viewport fast while you work:

  • Lower Roof Resolution (8 → 4) and turn off Tile Ribs; turn them back on for the render.
  • Turn off Stone Blocks (flat textured base) and lower Ivy Density and Vegetation Density.
  • For many buildings, show the modifier in the viewport only for the one you are editing.
  • Apply the modifier on finished buildings you no longer need to change.

Your own presets

  1. Set the inputs on a building until you like it.
  2. In the modifier, click the duplicate icon next to the node group name to make a copy, and rename it.
  3. In the node editor's sidebar (Group tab), set the inputs' defaults to your values, or right-click the node group in the Outliner (Blender File view) › Mark as Asset.

The copy keeps its own materials. Turn on Custom Materials in it to give it a new set.

Export & apply

  • Object › Apply › Visual Geometry to Mesh (or apply the modifier) turns the building into a normal mesh with materials.
  • FBX, glTF and USD export the evaluated building directly; instances (tiles, pillars, ivy) are realised.
  • The roof tile coordinates are stored as attributes (tile_u, tile_v); applying keeps them, so the roof material still lines up.

FAQ & troubleshooting

The building has no materials or is grey.

Check that Custom Materials is off. If the materials show but textures are pink, the textures folder was moved: use File › External Data › Find Missing Files.

Where does the building appear?

At the object's origin, standing on its local Z = 0. The object's own mesh is not used, so any mesh works. Scale the object to scale the building.

Can I make a village?

Yes. Add several objects, each with a building. Change Seed and Variation for small differences between copies.

The viewport is slow.

See Performance.

Does it work in Blender 4.2?

It is built and tested for 4.5 LTS and 5.x. Older versions are not supported.

Credits

PBR textures and the sky HDRI from ambientCG, CC0 1.0. Generator, node groups and materials made with Blender Geometry Nodes.