Casement Windows

Uses

  • Add residential-style casement windows to your building model.

Overview

Generate and automatically fit a variety of domestic/residential, rectangular casement window layouts that feature true double glazed, CAD designed frames rather than simple box profiles.

This tool generates and places multiple casement windows, of the same type and size, at once - maximum of 50 at a time. In addition, basic materials and partnames are automatically assigned to save you time and to aid selection.

Workflow

  1. Select one mesh item
  2. Select one or more quad polygons (of the same size)
  3. Set options
  4. Click on the image that matches the desired window layout

User Interface

casement-windows-modo-UI

Options

Reset Values
Reset values to their default. Note: Click this reset button before using this tool for the first time.
Create New Item (layer)
Build the window geometry in a new mesh item rather than in the current layer..
Frame Type
Three frame types with differing cross-sections are available, as follows:
uPVC - Outward Opening:
A wide plastic frame; general purpose; UK style.
Wood - Outward Opening:
Slimmest of the frames; more detail inside; classic style.
uPVC - Inward Opening:
Flatter plastic frame; more detail than UK style; opens inwards (European).
Note: Watch the video within the “A Focus on Frame Types” section (below) for more information.
Glazing
Three glazing choices are available, as follows:
Double
Both the inside and outside pane geometry will be build with an air space in-between to mimic a sealed double glazing unit. This will be more expense in terms of render time.
Single Outside / Front
Build only the outside pane of the window. This option is good if you're just modelling the shell of a building and it will only be seen from the outside or if you are making a game and are planning to bake-out the geometry.
Single Inside / Back
Build only the inside pane of the window. This option is good for interior visualisation.
Note: Changing this glazing option does not affect the window frame's cross-sectional design.
Recess Into Wall
Controls how far the window will sit from the front (face) of the wall geometry. For example, a value of zero will mean the frame of the window sits flush with the wall. Positive values push the window towards the inside of the building.
Cill/Sill Size
Create a basic external window cill for the window. This value controls the distance the cill extends from the front of the window. A value of zero disables this option.
Mirror/Flip Window
Flips the window layout horizontally. For example, if you choose a window layout with a sash on the left and a fixed light on the right, then enabling this option will flip the window so that it is created with the sash on the right and the fixed light on the left.
Square Top Sash
Enabling this option will ensure that the top sash of the window (assuming one is in the window layout you have chosen) will be square when build.
Centre Transom
Transoms are horizontal bars that divide the window frame. Checking this option will ensure that transoms are created halfway down (in the middle) of the window frame.
Mullion Pos.
Mullions are vertical bars that divide the window frame. This option allows you to set the position/distance of the mullions from the left of the window. A value of zero disable this option and the mullions will be build in their default position. For windows with two muliions, the mullion on the right will mirror the distance set here to maintain a symmetrical look when the window is created.
Transom Pos.
Transoms are horizontal bars that divide the window frame. This option allows you to set the position/distance of the transom from the bottom of the window. A value of zero disable this option and the transoms will be build in their default position.

Tips

  • It is usually faster to to use the modo's built-in move tool or mARCH's BBox tool to reposition the window elements after they have been built rather than setting values for “Mullion Pos.” and “Transom Pos.”.
  • You can reduce render time for glass by creating a separate shader for it and making the glass invisible to indirect rays.
  • For interior visualisation you can often get away with removing glass from unseen windows, which can help to reduce render time.
  • For exterior visualisations, where the interior will not be visible, and especially for large buildings you might consider applying a dark-ish grey, non-transparent, reflective material to the glass in order to reduce render time.
  • You can divide the individual panes of the window geometry using mARCH's handy Glazing Bars script.

Notes

  • Only supports building of rectangular windows.
  • Selected polygons must be quads i.e. each polygon must contain 4 vertices.
  • Does not support X-up axis coordinate space. Switch to Y-up or Z-up before using this script.