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
Illustrative previewMaterials
Surface Masters
Portable rest-space brushed metal, micro roughness, anisotropy and coat. Native Principled BSDF; Cycles and Eevee.
Illustrative previewNature
Rocks & Cliffs
Canyon Bedding Sculpt. Non-destructive input mesh conversion; native bounded SDF rebuild, distinct joint and weathering fields, source protection and repeat-zone detail. Three fres
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 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 previewNature
Rocks & Cliffs
Desert Monolith Sculpt. Non-destructive input mesh conversion; native bounded SDF rebuild, distinct joint and weathering fields, source protection and repeat-zone detail. Three fre
Illustrative previewNature
Rocks & Cliffs
Fully procedural irregular rock: layered primary masses, Repeat Zone multiscale erosion, true SDF cavity cuts, warped joints, four fresh packed Poly Haven scans and procedural gras
AI conceptPhysics
Fluid & Grain
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Art-directed ferrofluid-like VFX: a continuous closed pool with field
Illustrative previewNature
Rocks & Cliffs
Fully procedural irregular rock: layered primary masses, Repeat Zone multiscale erosion, true SDF cavity cuts, warped joints, four fresh packed Poly Haven scans and procedural gras
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 previewModeling
Modeling Tools
MESH INPUT. Blends vertex positions by matching index, preserving source connectivity and materials. Built-in transformed target works without another object. Enable Use Target Obj
AI conceptMaterials
Liquids & Gels
MATERIAL SHADER: add in the Shader Editor and connect Shader/BSDF to Material Output > Surface. Not a Geometry Nodes modifier. | Translucent jelly shader reacting to nf_strain.
Illustrative previewNature
Rocks & Cliffs
Fully procedural irregular rock: layered primary masses, Repeat Zone multiscale erosion, true SDF cavity cuts, warped joints, four fresh packed Poly Haven scans and procedural gras
AI conceptPhysics
Fluid & Grain
MESH INPUT: drop on a mesh, or feed mesh geometry to Points. Apply object scale for predictable distances. | Viscous liquid surface - droplets become a sparse SDF where overlapping
AI conceptPhysics
Fluid & Grain
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Liquid Bubble - turns any mesh into rising, fusing, popping liquid bu
AI conceptPhysics
Fluid & Grain
MESH INPUT: drop on a mesh, or feed mesh geometry to Source. Apply object scale for predictable distances. Simulation: play sequentially from the start frame; reset/bake caches aft
AI conceptModeling
Surface Deform
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. Use a closed mesh for signed-distance conversion; do not use a bare cur
Illustrative previewNature
Rocks & Cliffs
Mossy Fissure Cliff. Edit or extrude any input mesh to reshape the cliff. Native SDF rebuild, protected layered fractures and repeat weathering; deep warped fissures, surface-proje
Illustrative previewNature
Rocks & Cliffs
Sandstone Canyon Cliff. Edit or extrude any input mesh to reshape the cliff. Native SDF rebuild, protected layered fractures and repeat weathering; vertical scalloped flutes and se
Illustrative previewNature
Rocks & Cliffs
Scree Cliff. Edit or extrude any input mesh to reshape the cliff. Native SDF rebuild, protected layered fractures and repeat weathering; cellular block relief and grounded angular
AI conceptModeling
Hard Surface & Mechanical
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Upgraded OMNI - Procedural Coating Effect: 29 controls, noise coverag
AI conceptModeling
Voxelize & Remesh
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Smart Remesh Pro - rebuilds any mesh as an even all-quad surface. Vox
Showing 24 of 36 assets