procedural-modeling

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Procedural Modeling

程序化建模

Parametric assets with art-directable variation. Geometry Nodes priority. Bake for game export.
具备美术指导调整能力的参数化资产变体。优先使用 Geometry Nodes。为游戏导出进行烘焙。

When to Use

适用场景

  • Rocks, cliffs, terrain features
  • Modular building generation
  • Road and path systems
  • Pipe/cable networks
  • Sci-fi panel arrays
  • Vegetation placement systems
  • 岩石、悬崖、地形特征
  • 模块化建筑生成
  • 道路与路径系统
  • 管道/电缆网络
  • 科幻面板阵列
  • 植被布置系统

Workflow

工作流

Define Parameters → Build Procedural System → Validate Variations
    → Realize/Bake → Optimize → Export
Define Parameters → Build Procedural System → Validate Variations
    → Realize/Bake → Optimize → Export

System Categories

系统类别

SystemPrimary ToolOutput
RocksGeo Nodes + noiseStatic mesh
BuildingsGeo Nodes stackModular pieces
RoadsCurve + Geo NodesMesh strip
PipesCurve to meshNetwork
VegetationScatter GNInstanced/baked
Sci-fi panelsArray + randomTrim sheet geo
系统主要工具输出
岩石Geo Nodes + 噪声静态网格
建筑Geo Nodes 堆叠模块化组件
道路Curve + Geo Nodes网格条带
管道Curve 转网格网络
植被Scatter GN实例化/已烘焙
科幻面板Array + 随机Trim sheet 几何体

Rock Generation

岩石生成

Base shape (ico sphere) → Displace (multi-scale noise)
    → Decimate → Subdivide (selective) → Weighted Normal
    → Variation: seed input controls all noise
Expose:
seed
,
scale
,
roughness
,
density
Base shape (ico sphere) → Displace (multi-scale noise)
    → Decimate → Subdivide (selective) → Weighted Normal
    → Variation: seed input controls all noise
暴露:
seed
、
scale
、
roughness
、
density

Building Generation

建筑生成

Footprint curve → Extrude floors → Window boolean pattern
    → Balcony probability → Roof type switch → Material ID
Output separate meshes per floor module for game kits.
Footprint curve → Extrude floors → Window boolean pattern
    → Balcony probability → Roof type switch → Material ID
为游戏素材包中的每个楼层模块输出独立网格。

Road Systems

道路系统

Centerline curve → Resample → Cross-section profile
    → Bridge blend at intersections → UV follow curve
Centerline curve → Resample → Cross-section profile
    → Bridge blend at intersections → UV follow curve

Pipe/Cable Networks

管道/电缆网络

Node graph points → Connect minimum spanning → Curve segments
    → Profile sweep → Collision offset → Clamp size range
Node graph points → Connect minimum spanning → Curve segments
    → Profile sweep → Collision offset → Clamp size range

Sci-Fi Panels

科幻面板

Grid subdivide → Random inset/extrude → Bevel
    → Panel index → Material variation
    → Bake to trim sheet layout
Grid subdivide → Random inset/extrude → Bevel
    → Panel index → Material variation
    → Bake to trim sheet layout

Variation Testing

变体测试

Test at parameter extremes:
  • Minimum scale/density
  • Maximum scale/density
  • Seed 0, 42, 9999 (reproducibility check)
在参数极值下测试:
  • 最小 scale/density
  • 最大 scale/density
  • Seed 0、42、9999(可复现性检查)

Game Export Decision

游戏导出决策

ApproachWhen
Keep procedural in Blender onlyIteration phase
Realize single variantStandard game prop
Bake multiple seeds as LOD variantsBackground variety
Export node group to engineOnly if engine supports
方案使用时机
仅在 Blender 中保留程序化迭代阶段
Realize 单一变体标准游戏道具
将多个 Seed 烘焙为 LOD 变体背景多样性
将节点组导出到引擎仅当引擎支持时

MCP Integration

MCP 集成

  1. Build procedural systems via MCP
  2. Set seed/density parameters via MCP
  3. Realize geometry via MCP
  4. Query output polycount per variation
  5. Export realized meshes
  1. 通过 MCP 构建程序化系统
  2. 通过 MCP 设置 seed/density 参数
  3. 通过 MCP Realize 几何体
  4. 查询每个变体的输出 polycount
  5. 导出已 Realize 的网格

Constraints

约束条件

MUST DO

必须执行

  • Expose seed for reproducibility
  • Test min/max parameter bounds
  • Realize before game engine export
  • Optimize after realize (asset-optimization)
  • Document parameter ranges in production brief
  • 暴露 seed 以确保可复现性
  • 测试 min/max 参数边界
  • 导出游戏引擎前执行 Realize
  • 在 Realize 后进行优化(asset-optimization)
  • 在制作简报中记录参数范围

MUST NOT DO

禁止执行

  • Export unrealsized geometry nodes to game without validation
  • Infinite variation without performance testing
  • Procedural where manual hero quality required
  • Skip UV planning on procedural output
  • Hardcode random without seed control
  • 未经验证就将未 Realize 的 Geometry Nodes 导出到游戏
  • 在未进行性能测试的情况下提供无限变体
  • 在需要手工达到 hero 级质量的地方使用程序化方案
  • 跳过程序化输出的 UV 规划
  • 在没有 seed 控制的情况下硬编码随机效果

Reference Guide

参考指南

TopicReferenceLoad When
Geo nodes patterns
../geometry-nodes/SKILL.md
Node setup
Environment integration
../environment-artist/SKILL.md
Scene placement
主题参考加载时机
Geo Nodes 模式
../geometry-nodes/SKILL.md
节点设置
环境集成
../environment-artist/SKILL.md
场景布置