arjun988/blender-skills

procedural-modeling

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.

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Procedural Modeling

Parametric assets with art-directable variation. Geometry Nodes priority. Bake for game export.

When to Use

  • Rocks, cliffs, terrain features
  • Modular building generation
  • Road and path systems
  • Pipe/cable networks
  • Sci-fi panel arrays
  • Vegetation placement systems

Workflow

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

System Categories

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

Rock Generation

Base shape (ico sphere) → Displace (multi-scale noise)
    → Decimate → Subdivide (selective) → Weighted Normal
    → Variation: seed input controls all noise

Expose: seed, scale, roughness, density

Building Generation

Footprint curve → Extrude floors → Window boolean pattern
    → Balcony probability → Roof type switch → Material ID

Output separate meshes per floor module for game kits.

Road Systems

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

Pipe/Cable Networks

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

Sci-Fi Panels

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

Variation Testing

Test at parameter extremes:

  • Minimum scale/density
  • Maximum scale/density
  • Seed 0, 42, 9999 (reproducibility check)

Game Export Decision

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

MCP Integration

  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

Constraints

MUST DO

  • 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

MUST NOT DO

  • 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

Reference Guide

TopicReferenceLoad When
Geo nodes patterns../geometry-nodes/SKILL.mdNode setup
Environment integration../environment-artist/SKILL.mdScene placement
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