procedural-modeling
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ChineseProcedural 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 → ExportDefine Parameters → Build Procedural System → Validate Variations
→ Realize/Bake → Optimize → ExportSystem Categories
系统类别
| 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 |
| 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 noiseExpose: , , ,
seedscaleroughnessdensityBase shape (ico sphere) → Displace (multi-scale noise)
→ Decimate → Subdivide (selective) → Weighted Normal
→ Variation: seed input controls all noise暴露:、、、
seedscaleroughnessdensityBuilding Generation
建筑生成
Footprint curve → Extrude floors → Window boolean pattern
→ Balcony probability → Roof type switch → Material IDOutput 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 curveCenterline curve → Resample → Cross-section profile
→ Bridge blend at intersections → UV follow curvePipe/Cable Networks
管道/电缆网络
Node graph points → Connect minimum spanning → Curve segments
→ Profile sweep → Collision offset → Clamp size rangeNode graph points → Connect minimum spanning → Curve segments
→ Profile sweep → Collision offset → Clamp size rangeSci-Fi Panels
科幻面板
Grid subdivide → Random inset/extrude → Bevel
→ Panel index → Material variation
→ Bake to trim sheet layoutGrid subdivide → Random inset/extrude → Bevel
→ Panel index → Material variation
→ Bake to trim sheet layoutVariation 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
| 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 |
| 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
- Build procedural systems via MCP
- Set seed/density parameters via MCP
- Realize geometry via MCP
- Query output polycount per variation
- Export realized meshes
- 通过 MCP 构建程序化系统
- 通过 MCP 设置 seed/density 参数
- 通过 MCP Realize 几何体
- 查询每个变体的输出 polycount
- 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
| Topic | Reference | Load When |
|---|---|---|
| Geo nodes patterns | | Node setup |
| Environment integration | | Scene placement |
| 主题 | 参考 | 加载时机 |
|---|---|---|
| Geo Nodes 模式 | | 节点设置 |
| 环境集成 | | 场景布置 |