Finished the first step of the UV workflow — the “unitize and randomize UV” script from the first KludgeCity. Now all buildings have their windows and interior dividers UV’d based on a random 8 by 8 grid. Also, I’ve added a “color” rollout that allows you to define what colors you want to have on your building shaders before they’re generated. This allows you to set a refraction/reflection tint for windows, and also lets you create a “variation grid” that controls a random value shift on the glass color. Below is an example of the window variation, and with nightscape workflow enabled. Starting to see the light at the end of the tunnel on version 0.2, but I’ve still got a lot of elbow grease to put in.