01A parametric building: nine footprints (box, L, U, courtyard, stepped, slab, podium tower, twin towers, cylinder), eight shader facades (curtain wall, punched, ribbon, brick, balconies, concrete panel, glass fins, industrial) and nine roofs (flat to pitched, hip, mansard, helipad, crown, green), with emissive rooms at night. Use for city context around a hero model.
02A street along a polyline: lanes with dashed or solid markings, zebra crossings, kerbed sidewalks and street lamps at a spacing, all from the texture library; lamps light the asphalt at night. Use for the streets of a city block.
03A grid of parametric buildings on a paved or lawn plot, with its own small lit streets through the middle (a cross or one way), drawn from a city mix (downtown, residential, old town, industrial, suburb) or the block's own knobs with jittered footprints, heights, facades and tints, as one instanced mesh with emissive windows at night. Use for filling a city around a hero model in a few clicks.
04One piece of street furniture by kind: a street lamp with an emissive head that lights nearby roads and facades at night, a slatted bench, a bollard or a bus shelter with a lit panel. Use for the pavements and plazas of a city scene.
05A far belt of hundreds of parametric buildings on a ring around the scene, varied in footprint, height, facade and tint, drawn as one instanced mesh with lit windows at night. Use for the city horizon behind a hero building or block.
06A paved area inside a polygon: a library paving set with a second set laid in a grid, stripe, ring or checker pattern in metres, a kerb around the edge, lit by the street lamps at night. Use for a hero building's forecourt, a square or a courtyard.
07A road intersection, cross, T or roundabout, with rounded kerb corners, lane markings, stop lines and zebra crossings on each arm, cycling traffic signals and a street lamp on each corner that lights the crossing at night; roads of the same width end at its arms. Use for where the streets of a city block meet.
08Streams of head and tail lights moving along a road path at night, lanes running both ways, as instanced glowing sprites — with small low-poly cars under them when showCars is on (day and night). Use for living streets in a city scene.
09A billboard on posts, a street totem or a rooftop sign carrying a picture of your choice, lit as a print by day and backlit at night, spilling a little light on the ground. Use for branding a development, a sales office or a shop in a city scene.
10A lawn inside a polygon with a looping paved path, an optional cross path, a kerb and short park lamps that light it at night; add trees and benches with the vegetation and street furniture objects. Use for the green between city blocks or a square in front of a hero building.
11A surface car park: marked bays around aisles on asphalt from the texture library, a kerb, tall lamps that light it at night and a crowd of low-poly parked cars at a set occupancy, all instanced. Use for the ground around offices, malls and stations in a city scene.
12A whole street grid as one object, drawn from a grid it uses by reference (layoutId: a built-in grid such as 'preset:classic', or a saved grid from the Layouts panel): junctions, roads between them ending at the junction arms, tees and rounded corners on the edge (or open stubs), signals, lamps and traffic on every street, and a ground under the grid's grounds (a texture each, or a lawn), with the road family's surfaces and night lighting. Use for the streets of a city in one click, then fill the cells with blocks, parks and parking.