Overview
The recommended entry point for isometric work: assemble an isometric asset
(IsoItem) in a dedicated editor. Draw maps for shape, height, materials, and
other properties on a grid while checking the assembled solid in the preview.
Usage tips
- Start isometric asset creation here. The standard workflow is to block out the asset in the editor, then refine it while watching the preview.
- The map input ports are powerful. You can feed the output of
region_heighttoHeightor a tile pattern toTop, generating maps in other nodes and inserting them here. Connected inputs take priority; unconnected maps remain locally editable. - Place the completed IsoItem into an
IsoWorldwithiso_place. Useiso_assemblefirst when several items should become one asset.
Related nodes
iso_place— places an IsoItem into an IsoWorldiso_assemble— combines several IsoItems into one assetiso_world_compose— combines already placed IsoWorldsregion_height/noise_generate— supply mapsiso_extrude/iso_surface— low-level free-form routesiso_scene_render— renders a scene to an imageVersion: 1
Dedicated editor:
IsoItemBuilderEditor
How to use
- Open the dedicated editor by double-clicking the node or pressing the edit button in the Inspector.
- Select the
Shape,Height,Material,Top,Side,Cut, orEdgemap from the cards on the left. - Draw the local map on the center grid.
- Inspect the actual evaluated result, including connected inputs, rotation, maximum height, and materials, in the preview on the right.
- If needed, process any map output with another node and reconnect it to the corresponding input port.
For maps with an image connected to their input port, the connected input takes priority over local edits. Only unconnected maps use their local data stored in the node. You may keep editing the local fallback while an input is connected, but those edits do not affect evaluation until the connection is removed. After changing Width or Height, explicitly resize the stored local maps in the editor.
Design notes
- v1 converts each cell of a local map into a small
IsoBlockand builds anIsoItem::Compound. - When unconnected, the local
Top/Sidemaps serve as the material slots for top and side faces. Iftop_texture/side_textureis connected, the connected image is sampled per cell and takes priority. - Auto Shape/Cut mask interpretation uses alpha when the image contains transparency and brightness when it is fully opaque. Choose Alpha explicitly when opaque black pixels should be active.
- The first four Palette input colors replace Material 0 through 3.
- The
edge_guideoutput contains the resolved connected or local Edge guide. - This editor does not modify connected source nodes directly. A future
Import as localaction is planned for localizing connected input. - The node outputs each map as well as the completed image, so you can sketch maps in the editor, process them in other nodes, and reconnect them.