BLENDER GEOMETRY NODES & PROCEDURAL ASSETS
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607 assets. Browse by subject, node type, subcategory and tags.
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BLENDER GEOMETRY NODES & PROCEDURAL ASSETS
607 assets. Browse by subject, node type, subcategory and tags.
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BLENDER ASSET LIBRARY
Geometry Nodes, procedural shaders and tools for your next scene.
Illustrative previewCompositing
Glare Bloom & Glow
Two-streak anamorphic highlight flare and adjustable image-space sun beams. Isolated effect layers, highlight clamp, color, angle, fade and source position.
Illustrative previewSpace
Asteroids
Six seeded cratered asteroid prototypes, size-biased annulus scatter, arc and flight corridor controls, analytic orbit/shear/tumble, exact integer-turn loops and optional realizati
Illustrative previewSpace
Asteroids
Six seeded cratered asteroid prototypes, size-biased annulus scatter, arc and flight corridor controls, analytic orbit/shear/tumble, exact integer-turn loops and optional realization. Art-directed motion; not an N-body collision simulation.
Illustrative previewMaterials
Asteroids
Procedural asteroid regolith PBR: dielectric rock and dust, real scalar multiscale micro-height, exposed crater/rim palettes and separately mixed sparse conductor inclusions. Rest-
Illustrative previewArchitecture
Atrium Interiors
Radial contemporary atrium: 6–12 polygon sectors, suite / gallery / alternating layouts, editable suite occupancy, guaranteed entrances, cutaway, clerestory skylight, timber slats, sofas, art, garden or reception. Packed original AI materia
Illustrative previewMaterials
Atrium Interiors
Packed original AI surface/trim/detail atlas shader. Role-aware metallic, glass, emission and restrained albedo bump. Editable texture nodes; no measured normal/height maps claimed
Illustrative previewArchitecture
Atrium Interiors
Standalone trapezoidal atrium suite bay with two radial side partitions, true door/window apertures, wood slats, seating, artwork, planter and full-height static shell collision. U
Illustrative previewCompositing
Relighting & Passes
Scene-linear cinematic finishing: optional world-normal diffuse relighting and Beer–Lambert depth fog, HDR bloom, annular halation, two-streak flare, image-space light rays, exposu
Illustrative previewArchitecture
Roads & Cities
GENERATOR: drop on a mesh host to create its own geometry. The host shape is not the source; use the exposed size and shape controls. | Repeat-zone library: six floor-quantized bui
AI conceptMaterials
Materials
MATERIAL SHADER: add in the Shader Editor and connect Shader/BSDF to Material Output > Surface. Not a Geometry Nodes modifier. | Instance-aware neutral studio shader with a control
Shared collection artMaterials
Materials
MATERIAL SHADER: add in the Shader Editor and connect Shader/BSDF to Material Output > Surface. Not a Geometry Nodes modifier. | Instance-aware neutral studio shader with a control
Illustrative previewCompositing
Depth & Fog
Linear-depth Beer–Lambert fog with start distance, density, tint, opacity limit and diagnostic transmittance. Zero depth disables safely.
Illustrative previewVisual effects
Destruction & Fracture
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Fast procedural fractured wall and input-shard preparation with a Bul
Illustrative previewCompositing
Glare Bloom & Glow
HDR threshold extraction, unclipped RGB diffusion, separately tinted peripheral halation and isolated light outputs. Native compositor nodes; resolution-relative spread.
Illustrative previewArchitecture
Game Level Interiors
Reusable game-level cell with independently configurable wall / door sides, floor, ceiling, service furniture and static shell collision. Shared packed facility material.
Illustrative previewArchitecture
Game Level Interiors
Connected game-level facility generator: Cross / Ring / Comb hall grammar, seeded adjacent rooms, true apertures, full-height static collision, doorway and gameplay metadata, cutaw
Illustrative previewMaterials
Game Level Interiors
Packed original AI surface/trim/detail atlas shader. Role-aware metallic, glass, emission and restrained albedo bump. Editable texture nodes; no measured normal/height maps claimed
Illustrative previewModeling
Hard Surface Profiler
Sweep editable closed and custom XY profiles along curves and wire paths, with taper, tilt, twist, caps and material regions.
Blender test renderArchitecture
Industrial Interiors
Connected industrial indoor generator: central corridor, seeded side rooms, Cross Hub / Single Wing layouts, editable cell plan, true doors/windows, cutaway, ceiling, modeled props and services, packed original AI textures. Plan and static
Illustrative previewMaterials
Industrial Interiors
Packed original AI surface/trim/detail atlas shader. Role-aware metallic, glass, emission and restrained albedo bump. Editable texture nodes; no measured normal/height maps claimed
Illustrative previewCompositing
Relighting & Passes
Two additive wrapped Lambert diffuse lights from an unencoded world Normal pass and Diffuse Color. Zero normals disable safely. Does not reconstruct shadows, visibility or specular
Illustrative previewMaterials
Stylized & NPR
Analytic object or screen mapped hatching, crosshatching, halftone and screentone fields. Not a tonal-art-map solver.
Illustrative previewCompositing
Stylized & NPR Comp
Native anisotropic Kuwahara, color finishing, sharpen and dispersion in an editable compositor group.
Illustrative previewMaterials
Stylized & NPR
Eevee-only Shader to RGB adapter for real scene light response. Connect Light to Surface Master External Light and enable Use External Light.
Showing 24 of 41 assets