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.
AI conceptModeling
Arrays & Duplication
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Linear array with per-step rotation and scale ramping plus seeded ran
AI conceptModeling
Edge & Bevel
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Bevel Pro - a real procedural bevel on the new 5.2 Mesh Bevel node. P
AI conceptModeling
Panels & Greebles
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Bolt and rivet scatter - along edges at fixed spacing or across faces
Illustrative previewModeling
Mesh Primitives
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. | Filled circle mesh primitive.
AI conceptModeling
Bend Twist Taper
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Circular bend - wraps geometry onto an arc of radius Length/Angle, so
AI conceptModeling
Bend Twist Taper
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Twist and taper along Z in one node - height range, base offset, inde
AI conceptModeling
Wave & Noise Deform
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Fractal noise displacement along normal, global Z or a custom vector,
AI conceptModeling
Wave & Noise Deform
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Displace geometry along its normals.
AI conceptModeling
Profiles & Sweep
MESH / CURVES / INSTANCES: drop onto a mesh or curve; apply scale for local-unit radius and sag. Individual Edges preserves each mesh vertex as an anchor; disable for connected spa
Illustrative previewUtilities
Weathered Stone
Sharp-edge guided seeded inward chip displacement with mesh wear masks and procedural clay PBR. No VDB boolean removal.
AI conceptModeling
Edge & Bevel
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Curvature edge mask - convex, concave or both - with angle range, blu
AI conceptModeling
Panels & Greebles
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Greeble scatter - Poisson placement with non-uniform random box sizin
AI conceptModeling
Panels & Greebles
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Hexagonal panelling - triangulates and subdivides, then Dual Mesh con
AI conceptModeling
Hard Surface & Mechanical
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Inset and extrude with viewport handles - an arrow on the face normal
AI conceptModeling
Panels & Greebles
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Hard-surface panel cuts from marked sharp edges - per-panel solidify
AI conceptModeling
Arrays & Duplication
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Radial / circular array with arc control, start angle, spiral height,
Illustrative previewModeling
Sculpted Stone
Procedural ruined stone block with editable dimensions, localized jagged edge damage, fractures, seed, quality budget and separate source proxy / damaged-point outputs. Uses Sculpted Stone Damage Pro.
Illustrative previewModeling
Sculpted Stone
Native feature-edge stone erosion modifier for an existing mesh: seeded cellular chips, bounded subdivision, spatial masking, face fissures and source-space exposure masks. Art-dir
Illustrative previewMaterials
Sculpted Stone
Fully procedural dielectric stone: dressed faces, exposed chips, mineral grain, geological strata, cracks, wetness and slope-masked lichen. Reads original rest coordinates and geom
AI conceptModeling
SDF Operations (Offset Fillet Mean)
MESH BOOLEAN: drop on closed mesh A, choose Object B (different object), or wire Geometry B. Object B uses relative transforms; hide its render visibility yourself if unwanted. Ins
AI conceptModeling
SDF Operations (Offset Fillet Mean)
MESH INPUT: drop on a mesh, or feed mesh geometry to Points. Apply object scale for predictable distances. | SDF blob sculptor - turns points and collection shapes into one signed
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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