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Procedural asset creation for rocks, buildings, vegetation, roads, terrain, pipes, cables, and sci-fi panels using Geometry Nodes and modifier-based workflows in Blender via MCP.
npx skill4agent add arjun988/blender-skills procedural-modelingDefine Parameters → Build Procedural System → Validate Variations
→ Realize/Bake → Optimize → Export| System | Primary Tool | Output |
|---|---|---|
| Rocks | Geo Nodes + noise | Static mesh |
| Buildings | Geo Nodes stack | Modular pieces |
| Roads | Curve + Geo Nodes | Mesh strip |
| Pipes | Curve to mesh | Network |
| Vegetation | Scatter GN | Instanced/baked |
| Sci-fi panels | Array + random | Trim sheet geo |
Base shape (ico sphere) → Displace (multi-scale noise)
→ Decimate → Subdivide (selective) → Weighted Normal
→ Variation: seed input controls all noiseseedscaleroughnessdensityFootprint curve → Extrude floors → Window boolean pattern
→ Balcony probability → Roof type switch → Material IDCenterline curve → Resample → Cross-section profile
→ Bridge blend at intersections → UV follow curveNode graph points → Connect minimum spanning → Curve segments
→ Profile sweep → Collision offset → Clamp size rangeGrid subdivide → Random inset/extrude → Bevel
→ Panel index → Material variation
→ Bake to trim sheet layout| Approach | When |
|---|---|
| Keep procedural in Blender only | Iteration phase |
| Realize single variant | Standard game prop |
| Bake multiple seeds as LOD variants | Background variety |
| Export node group to engine | Only if engine supports |
| Topic | Reference | Load When |
|---|---|---|
| Geo nodes patterns | | Node setup |
| Environment integration | | Scene placement |