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 Default
mode to Scale
2 - 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
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
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
Just 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.