BLENDER GEOMETRY NODES & PROCEDURAL ASSETS
Explore the library.
607 assets. Browse by subject, node type, subcategory and tags.
Loading the library…
BLENDER GEOMETRY NODES & PROCEDURAL ASSETS
607 assets. Browse by subject, node type, subcategory and tags.
Loading the library…
BLENDER ASSET LIBRARY
Geometry Nodes, procedural shaders and tools for your next scene.
AI conceptUtilities
Utilities
Iterative rock generator (Repeat Nodes method, after Daniel/Blender 4.0 tutorial, rebuilt for 5.1). Feed any rough mesh; it distorts, expands+grounds the base, fills downward faces
AI conceptUtilities
Utilities
Curve-driven rock cliff. Draw a closed curve = footprint, set Height; it fills+extrudes a block and runs the BHub_RockGen_Repeat voxel/displacement treatment to carve it into a cra
AI conceptUtilities
Utilities
Curve-driven mossy rock cliff (like image 4 / Rock2). Draw a footprint + Height; builds a block and runs the voxel rock treatment, then a lush moss material: moss accumulates on up
AI conceptUtilities
Utilities
Curve-driven rock cliff generator (proposed architecture). Draw a closed curve = footprint, set Height. Pipeline: curve->capped block->COARSE repeat-zone fBm displacement->noise TA
AI conceptUtilities
Utilities
BHub Cliff Pro - production procedural cliff/rock tool, curve-driven. Draw a closed curve = footprint, set Height. FORM: Profile menu (Mesa / Mountain / Spire / Boulder / Wall) dri
AI conceptUtilities
Utilities
BHub Cliff Pro (Face) - face-based procedural cliff/rock tool. Put this modifier on a MESH: every face becomes a cliff footprint. The faces are extruded up by Height (bottom kept a
AI conceptUtilities
Utilities
Procedural rock / boulder generator using Repeat Zones. Coarse shaping loop + fine detail loop, base flatten, smooth/hex toggle, retopo, and shader attributes (base_mask, rock_heig
AI conceptUtilities
Utilities
Sharp angular faceted rock. Icosphere carved by iterative random cutting planes (uniform white-noise directions) into a chiselled convex polyhedron - crystal/granite style. Base fl
AI conceptUtilities
Utilities
Repeat-Nodes rock generator: input mesh -> distort -> repeat[base expand, ground clamp, voxel re-mesh increasing resolution, coherent random displacement] -> edge-angle + displacem
AI conceptNature
Water & Oceans
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Procedural sea surface with wave layering.
Showing 10 of 10 assets · All assets loaded