Hi
Thanks for your question, please find attached two methods for achieving this style.
The first of these uses the approach shown in your sample image where a door is placed on each vertex. To achieve this I used the following approach.
1 - Set the generator's
Defaultmode to
Scale2 - Leave
Corner > Vertex Type on
Corner or Bezier Corner 3 - Turn on
Bevel Corner and set the
BC Offset value to
50%4 - Wire the door to the Corner input. Now we'll have a door on every vertex but we need to distinguish between a wall corner and a door opening. To do this we can check the type of vertex. In the attached example a Corner vertex creates a wall corner, whereas a
Bezier Corner vertex adds a door.
5 - Add a
Conditional operator and set the
Vertex > Type setting to
Bezier Corner. Wire the door to the
True input and the Conditional node to the generator's
Corner input.
6 - I'm not sure if you need it but I also added the ability to change the hanging direction of the door. This uses another conditional operator with the
Material ID value on and set to
Equal 1. It's also wired to the
False input via a
Mirror operator. In this way you can change the hanging direction b changing the material ID of the spline segment that
precedes the vertex
In the second example I've provided an option that allows you to change the width of the doors. In this example each door has it's own spline section to determine the size. To tell RailClone which parts of the spline are walls and which are doors you use material IDs: 1 is for walls, 2 for doors handing left, 3 for doors hanging right. To make the doors scalable they're split into 3 sections as shown below:
To place the segments on the correct parts of the spline I've used the generator's Limits > Material ID feature. Wall are limited to
Equals 1 and door
Greater than
1Just like the previous example there's also a conditional node in there to change the handing direction of the door depending on whether or not the material ID is 2 or 3.
I hope that helps, please let me know if you have any further questions.
Many Thanks,
Paul