Renderizado do repositório de origem, preservando títulos, exemplos, código, tabelas, links e imagens.
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 → ExportSystem Categories
| 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 |
Rock Generation
Base shape (ico sphere) → Displace (multi-scale noise)
→ Decimate → Subdivide (selective) → Weighted Normal
→ Variation: seed input controls all noiseExpose: seed, scale, roughness, density
Building Generation
Footprint curve → Extrude floors → Window boolean pattern
→ Balcony probability → Roof type switch → Material IDOutput separate meshes per floor module for game kits.
Road Systems
Centerline curve → Resample → Cross-section profile
→ Bridge blend at intersections → UV follow curvePipe/Cable Networks
Node graph points → Connect minimum spanning → Curve segments
→ Profile sweep → Collision offset → Clamp size rangeSci-Fi Panels
Grid subdivide → Random inset/extrude → Bevel
→ Panel index → Material variation
→ Bake to trim sheet layoutVariation Testing
Test at parameter extremes:
- Minimum scale/density
- Maximum scale/density
- Seed 0, 42, 9999 (reproducibility check)
Game Export Decision
| 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 |
MCP Integration
- Build procedural systems via MCP
- Set seed/density parameters via MCP
- Realize geometry via MCP
- Query output polycount per variation
- 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
| Topic | Reference | Load When |
|---|---|---|
| Geo nodes patterns | ../geometry-nodes/SKILL.md | Node setup |
| Environment integration | ../environment-artist/SKILL.md | Scene placement |

