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 previewArchitecture
Architecture & Modular
MESH GENERATOR: drop on a mesh host. Style uses the original b1-b30 facade tiles; b24 is new procedural infill. Set Width/Depth/Storeys or Use Input Bounds for a rectangular footpr
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
AI conceptVisual effects
Destruction & Fracture
MESH / INSTANCES: use a closed solid mesh; apply scale. Cells is seed density per cubic unit, limited by Max Cells (default 12). Preview Seeds bypasses the quadratic Boolean fractu
AI conceptVisual effects
Stylized & Magic FX
MESH / INSTANCES: drop onto a mesh; Realize Instances supports instanced meshes. Apply scale for predictable widths. Separate Outline output contains silhouette + enabled interior
AI conceptArchitecture
Architecture & Modular
FLOOR REGION INPUT: use a flat horizontal mesh representing the room footprint. Leave Board Object empty for procedural boards or assign a custom board. Adjust Pattern, Board Lengt
Illustrative previewVisual effects
Destruction & Fracture
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Boolean fracture with noise-displaced cutting planes - irregular orga
Illustrative previewVisual effects
Destruction & Fracture
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Artist-controlled closed-mesh fracture: size-gated recursive SVD cuts
Illustrative previewVisual effects
Destruction & Fracture
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Fluted broken stone: SDF chips and grooves plus closed noisy Boolean
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 previewVisual effects
Components
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. | Solid irregular triangular prisms. Boundary-
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
AI conceptUtilities
Distribute & Scatter
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Pack Scatter Pro - scatter that never overlaps. Every point gets its
Illustrative previewModeling
Modeling Tools
MESH HOST. Generates a four-sided quad patch from Corner 00/10/01/11. Bows are displacement vectors at edge midpoints; Interior Bow affects only the interior. Quadratic-boundary Co
Illustrative previewArchitecture
Megatower
Seeded procedural shanty tower: floor count, facade bays, taper, offsets, modeled windows, balconies, corrugated awnings and exterior scaffold stairs. Blockout preview and reusable
Illustrative previewModeling
Profiles & Sweep
CURVE OR EDGE MESH: drop on a curve or mesh edge path. Building Pro needs a closed footprint; Wiggle Cable needs an open guide. Play from the simulation start for dynamics. | Simul
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