instancing highres objects with nParticles in Bounding Box mode works quite well I think. With a little bit scripting I can imagine you could place the buildings with a rotation of 0,90,180,360° and with “self collide” they don’t even overlap to each other.
But it’s difficult to obtain a realistic city, I think I would place them by hand and then converting each blocks to proxies if ever. A good looking tree has about 1-2million faces - I don’t think a building would reach that polycount. :surprised
@InfernalDarkness
About the shader assign problem. I hate it too but what I’ll do in this case (a little workaround) is to put the new shader in the “material slot” of the old shader’s shading group. So I don’t have to “select objects with material” and it’s fast. :shrug:



