Nodes/ComfyUI_KubaNodes/kubakub scene surroundings
ComfyUI Node

kubakub scene surroundings

Puts the street around your building: the neighbouring buildings as plain boxes, so scene preview, scene walkthrough, pieces render (audience view) and scene relight show the place instead of a building in the void. Paste the coordinates of the facade from a map: the buildings around are taken from OpenStreetMap (downloaded once per place, then kept on this computer) and set against your model's facade. Or give your own surroundings model. The surroundings never become regions and are never painted: they are only there to look at. Put the node between scene render and the preview nodes.

By kubakubkub·Created 15 days ago·Updated 3 days ago· 9
kubakub scene surroundings
  • scene
  • scene
  • plan
  • view
  • report
◄location►
◄radius_m250►
◄own_buildingremove►
◄viewabove►
◄file►
◄groundtrue►
◄facing_deg-1►
◄default_height_m0►
◄turn_deg0.0►
◄along_m0.00►
◄out_m0.00►
◄lift_m0.0►
◄file_scale1.000►
◄terrainflat►
◄level_m40►
Categorykubakub/3d/scene

Inputs (16)

NameTypeDefaultDescription
sceneKUBA_SCENEFrom kubakub scene render.
locationSTRINGThe middle of your facade on a map, as 'latitude, longitude' (e.g. 48.85837, 2.29448). Google Maps: right click on the wall, click the numbers to copy them. A map link with @lat,lon works too. Downloads are off until you write surroundings_download = on into kubakub.ini: then the node sends these numbers and the radius to the OpenStreetMap server (overpass-api.de) once and keeps the answer. Empty: a sample square, nothing is downloaded.
radius_mFLOAT25030–1500How far around the place buildings are taken (metres). 150-300 is a square and its streets; larger only for views from far away.
own_buildingCOMBOremoveremove: the map's footprint of the building itself is left out, your model stands there. keep: for a model that is only the facade, so the rest of the building stays behind it.
viewCOMBOaboveThe check picture: from above, from the street, or off (no Blender render).
fileoptSTRINGYour own surroundings instead of the map: a model in the same space as the building (same origin and axes), e.g. exported from Houdini, Blender or a city model. Nothing is downloaded then. Not .blend: export .glb, .fbx or .obj.
groundoptBOOLEANtrueA flat ground under the street, so buildings do not float and light has something to land on. Off when your own file brings its ground.
facing_degoptFLOAT-1-1–360Compass direction your facade faces (0 = north, 90 = east, 180 = south). -1 = read from the map: the wall of the footprint nearest to the location.
default_height_moptFLOAT00–300Height for buildings the map has no height or level count for. 0 = the median of the ones around that have one.
turn_degoptFLOAT0.0-180–180Turns the surroundings around the middle of the facade (seen from above, + = counter-clockwise). For when the fit is a little off.
along_moptFLOAT0.00-500–500Moves the surroundings along the wall (+ = to the right as the audience sees it).
out_moptFLOAT0.00-500–500Moves the surroundings towards the audience (+) or behind the wall (-).
lift_moptFLOAT0.0-100–100Moves the surroundings up (+) or down, e.g. when the model's lowest point is a cellar.
file_scaleoptFLOAT1.0000.0001–10000Multiplies your own surroundings file into metres (0.01 for a file in cm).
terrainoptCOMBOflatflat: everything stands on one level. real heights: the ground of the place (hills, slopes, river banks; one more download per place, from the open terrain tiles on AWS), the buildings set down on it and the audience cameras standing on it. It meets your model at the facade. Coarse: about 10-30 m between real measurements, so no kerbs or steps. Needs a location.
level_moptFLOAT400–1000terrain = real heights: the ground stays level this far around the facade and blends into the real heights beyond, so your model stands on even ground (the height data is too coarse for a square). 0 = the raw heights.

Outputs (4)

NameTypeDescription
sceneKUBA_SCENEThe scene with its surroundings -> kubakub scene preview / scene walkthrough / pieces render / scene relight.
planIMAGETop view for checking the fit, the audience at the bottom: the surroundings (grey), your model (orange), the footprint that was left out (violet line), the projector (dot).
viewIMAGEThe clay model in its surroundings (the 'view' input).
reportSTRINGHow many buildings, where their heights come from, which way the facade faces, and warnings (e.g. the projector inside a building).