Extras¶
Step 5 bundles optional extra effects for your model. Each block has its own on/off switch; the fine settings are on the right in the parameter panel.
Everything collapsed
When you enter the step, all blocks are collapsed — even if textures are already assigned. Use the switch or the chevron to expand a block.
Textures / Surfaces¶
Relief textures for your model's surfaces. They act only on the print export; in the 3D preview you see them on the assembled model. "None" means smooth.
- Switch on also hides the X-Ray view of the 3D preview so the texture becomes visible.
- Switch off resets the global exterior-wall, roof and all floor textures back to smooth; per-floor wall, chimney, door and canopy textures stay.
Assignment is done via an accordion: only one drop-down is ever open, containing a tile grid with "None" plus all textures in the category.
| Category | Note |
|---|---|
| Roof | Texture for the roof faces. |
| Canopy | Only if a canopy exists — one texture for all canopies. |
| Exterior wall | Global or optionally per floor (one texture per floor). |
| Chimneys | Only if a chimney exists. |
| Room-by-room flooring | One texture per room; terraces are in the same section. |
| Doors | Texture for the doors. |
Texture details
The available patterns, the per-floor assignment and the room detection are described on the Textures page.
Bomb Blast¶
A shuttlecock-shaped cutter (a sphere plus a funnel opening against the blast direction) is subtracted from the building and leaves a jagged blast channel.
- Switch off: the Bomb Blast is kept but is subtracted neither in the preview nor in the export.
- Create: "+ Place Bomb Blast" — exactly one Bomb Blast is possible.
- Place: pick the Bomb Blast in the list, then drop it by clicking the building in the 3D preview (or grab and drag it directly; Esc ends).
- Delete: via the ✕ in the Bomb Blast row.
Once the Bomb Blast is selected, these sliders appear on the right in the parameter panel:
| Setting | Range |
|---|---|
| Active | on / off — off leaves the Bomb Blast unused but stored. |
| Diameter Ø | 1–30 m |
| Skirt Ø | 1–60 m (at least as large as the diameter) |
| Spike height | 0,1–1,5 m |
| Direction | 0–360° |
| Inclination | −90 to 90° |
| Position X / Position Y | location in the floor plan (limits depend on the building size) |
| Height Z | height of the Bomb Blast center above the top of the base slab |
Direction and inclination
Direction and inclination indicate where the projectile came from — the funnel opens that way.
Support overhang¶
The switch only appears if your building has a cantilever — that is, a floor with an outline of its own that juts out beyond the floor below it (see Floor plan).
With it on, the configurator puts a column at every free-floating corner of the cantilever. It is inset 10 cm from both adjoining edges and stands on whatever is underneath it:
| Underneath | What happens |
|---|---|
| a floor slab or the base plate | The column stands directly on it; its foot gets the same pocket as on a terrace. |
| nothing | A terrace is created automatically as a standing surface — as large as the cantilever, 10 cm smaller at the front and on both sides (which is exactly the inset of the columns). |
At the top, the column's main face ends 0,1 mm short of the underside of the cantilevered slab; only the tenon reaches into the slab and sits there in a matching pocket — so the column is fixed in place without binding.
Rectangular overhangs only for now
The automatic terrace is created only for a rectangular cantilever over a facade. With more complex overhangs the floating corners stay unsupported.
Technical terms around the model are in the Glossary; how you output the finished model print-ready is under Export.