Create large cityscapes quickly and efficiently
Export to external software and renderers
Flexible node-based workflow


City generator addon for Blender

SceneCity lets you generate large road networks and mass-place tens of thousands of buildings. You can mix both procedural and hand-made assets.

Read the manual

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via Gumroad
$ 77.00
v1.2 - For Blender 2.79 - Bundled with SceneTerrain

Making a full 3d city BY HAND takes a lot of time

Creating a city is hard.

Traditionally it must be constructed by hand in a 3d application by an artist. While this approach gives the artist full control, it requires skill and a LOT of time to complete an entire city. Don't even mention if later you want to change its layout.

One can use tricks, shortcuts, and other Blender features such as particles, or random mesh extrusions to accelerate the work, it remains tedious nonetheless. And the results aren't always as great as our vision. Simply because there is a lot to do, and Blender is 'only' a generic 3d application, not a specialized city builder.

But with SceneCity, you add specific city building capabilities to Blender!

Flexible node-based workflow

Version 1.2 introduces a new powerful way to design your cities: you now plug pieces of functionality together to reach your desired goals. You describe your cities conceptually with nodes within graphs, and those can be as simple or as complex as you want.

Some nodes place buildings, others create road networks, and others generate procedural facade textures. More will be added giving you even more possibilities with every new version.

SceneCity eases the workflow drastically!

The completion of a 3d city can be summarized as a series of tasks, listed below. Although some are optional, SceneCity can help at almost every step.

Model the terrain Shade the terrain Populate the terrain Model the road props Model the roads Create the road network Model the buildings props Model the buildings Place the buildings Setup the world background Setup the lighting

From procedural shape presets, or from your own heightmap

Automatic creation of the terrain material

Use the library of trees or use your own models

Use the library or use your own

Use the library or use your own

In a grid shape or in a random axis aligned shape

Use the library or use your own

Use the library, use your own, or use procedural buildings

Automatic, precise, seamless

Choose from a growing list of high quality HDR 360° panoramas

Automatic and realistic from HDR

Time is precious. You cannot place each and every piece of a city by hand, there are hundreds of them, if not thousands. Instead let SceneCity do the boring work for you (like instancing and positioning objects), while you keep the fun creative part (like modeling and animating).

Describe the city you want in SceneCity using parameters, such as city size, what buildings to use, where to place them etc... the whole city is then created in a matter of seconds or few minutes, ready for you to play with, like adding cars, pedestrians, changing whatever you want, and rendering still images or animations.

Changing something is as easy as changing a parameter value, then recreating the city. Thanks to Blender, and depending on which placement method you choose (instance placement or merged mesh), you can even modify a city without recreating it. Modifying the model of a building automatically changes all instances of that building everywhere it appears in the city.

Keep reading below to learn what SceneCity can do for you.

Get started quickly with included roads and buildings libraries

SceneCity comes batteries included: props, roads and buildings. Load them in a click, and generate a city. It's that simple. Once included in your scene, they're just standard Blender meshes, objects and materials, so you can study them, modify them, or delete them.

You can pack all of them in the .blend file if needed, they're not 'linked' but 'appended' to your scene, in Blender's terms. This is useful if you need to carry everything in a single .blend file, or for rendering on farms.

New-York-style buildings, mostly offices: small, medium and tall. And two-lane road portions with poles.

Use your own assets

A default library is great to get started quickly and to have a nice visual quality from the start, but we're artists right? We like to create and design our own stuff.

That's why you're not limited to the included libraries for your cities. You can mix, or use your own exclusively very easily. Tell SceneCity to use any mesh or group of objects with just a checkbox in the mesh's or object's options. Done. Next time you generate the city, it will be used.

For instance, this polluted city was made from scratch in the record time of 20 minutes, render time excluded, mostly modeling the assets. Notice how, from such low-poly texture-less assets, the city is large, complex and intricate.

The very simple buildings and road portions, hand-modeled for this example city. Yours can be as complex and detailed as you need.

Procedural buildings

Use the power of procedural building generation to create new buildings quickly, perfect for city prototyping and adding visual complexity in no time.

Mass-place the generated buildings as they are, or manually work further on them, they're regular Blender meshes.

Make the procedural buildings unique accross the city if you want, and control their height with a size map, depending on their position in the city.

Grow entire road networks

Use the random road placement feature to have large road networks. It's fast and easy. Creating huge networks becomes virtually free, both time-wise and effort-wise.

Once placed, the road portions can be moved around, modified or deleted just like any Blender object. You can keep modifying the streets by hand for the specific needs of your scene.

Organic networks

This type of network grows streets like the branches of a tree.

From a random starting location, streets are grown from other streets, making sure every part of the city is reachable.

Each time you generate a network, it's random and unique, so keep generating until you get what you like. Change the parameters to have more/less crossings and shorter/longer roads.

Grid networks

This type of network places the roads on a grid pattern. Perfect to fill as much space as possible, for dense cities.

Mass place buildings

Placing the buildings is the most daunting task if done by hand, but not with SceneCity. As for the roads, placing the buildings is almost free: simply click on a button, and you have hundreds or thousands of buildings correctly positioned around your streets.

You can even control the probability of where they should appear in the city.

Prepare your distribution textures (optional)

You can use a Blender texture (image-based, procedural, mixed, as you wish), to specify where to place the buildings: white for high probability, black for low.

Skip this step to simply place them randomly with equal probabilities on the whole city surface.

Instanciate your buildings in the scene

Hit the button, and the buildings are placed for you, differently each time.

Once placed, they can be moved around, modified or deleted just like any Blender object. You can keep modifying the city by hand for the specific needs of your scene.

You can now have fun with your city!

Awesome skies for your cities

Your cities need beautiful skies for the best backgrounds and lighting! Use SceneSkies for this, my Blender addon and HDRI collections.

The skies give realistic lighting extremely easily (basically in one click) AND they react properly with color grading and exposure settings in Blender. The sun is as bright as the sun in real life (thousand times stronger than a car's headlights), giving sharp and strong shadows under clear weather conditions.

Learn more about SceneSkies

Work with terrains

SceneCity comes with SceneTerrain, another separate Blender addon, and a whole terrain generation solution in itself. With it you can generate detailed terrains for a city, and for any other use.

Learn more about SceneTerrain...

Pure and elegant Blender addon

SceneCity is written entirely in the Python programming language, with zero external dependencies, except for Blender itself. It is therefore very easy to install, and works everywhere Blender does, ie on Windows, Mac, and Linux.

It integrates nicely in Blender's interface and the UI is clear and uncluttered as much as possible. It adds a new graph type into Blender's node editor panel. It will also tell you when something is wrong, for example when a node's required input socket isn't plugged yet. Best of all, each node has a direct link to its online documentation page.


By using SceneCity, you agree to the following terms and conditions:
  1. Each unit of SceneCity bought is for one user only. If several persons must use SceneCity in your studio or workplace, then you must buy as many units as the number of people using the program. Therefore you can't redistribute the program to others, if they haven't bought their own copy already.
  2. You can install the software on as many computers as you like, provided the previous condition is met.
  3. You can use SceneCity for any purpose, personal or commercial.
  4. The generated cities are yours.