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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.