Kirill "Zkir" Bondarenko
Kirill "Zkir" Bondarenko
Tested. It's now better, but the problem still presists Left: 3D realistic, Rigth Old 3d simple 
Well, both F4 and OSMBuildings assign some default height for this object (as well as the old blender-osm) - https://osmbuildings.org/?lat=56.31070&lon=38.13115&zoom=18.6&tilt=45&rotation=-133 - https://demo.f4map.com/#lat=56.3109167&lon=38.1316962&zoom=19&camera.theta=63.908&camera.phi=120.608 So I belive the new blender-osm should also...
Retested. Some default height is applied:  So it's much better now. However, the question how and where to specify default height for **barrier=city_wall** still persists. [Real city walls rarely...
https://www.youtube.com/watch?v=4tAiH_twu1c
Heights of the levels are now correct, but no any texture, despite PLM directives  
Tholobate is now texturized correctly -- very good.  Cube is still not colorized Expected: cube should be colorized according to PML
Hi @casewolf , Yes, there is such a way. Try googling "Bake texture in blender cycles". There are also videos on Youtybe which cover this subject. This procedure does exactly...
> The problem about it is, that it's not automated and would need to be done for many different materials. Definetly it should be somehow automated. It's exactly what we...
@casewolf >for many different materials. By the way, why do you need if for many different materials? Normally you just need one [diffuse/specular] texture per object.
@casewolf , Could you please provide me with osm-xml you are working with? I will test my baking script.