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 conceptPhysics
Fluid & Grain
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Rising bubbles - seeded on a surface or through a volume, each with i
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
Illustrative previewUtilities
Inspection Tools
Mesh input. Splits faces, then projects each selected polygon onto its own center plane. Strength controls flattening. Output faces are disconnected; this does not preserve waterti
AI conceptNature
Water & Oceans
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Real-time terrain-aware procedural water: flow field, curl noise, flo
Illustrative previewTerrain
Terrain & Landscape
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Demo heightfields: island, river valley, lake basin, coastline.
AI conceptPhysics
Particles & Forces
MESH INPUT: drop on a mesh, or feed mesh geometry to Emitter. Apply object scale for predictable distances. Simulation: play sequentially from the start frame; reset/bake caches af
Illustrative previewModeling
Modeling Tools
Mesh input. Quantizes local Z to evenly spaced levels with phase and blend controls. Use terrain or a sloped/dense mesh. Horizontal planes may not change shape. Simple subdivision
Illustrative previewMotion graphics
Holographic Reassembly
MESH INPUT. Face panels lift, swirl and spin away then rebuild the same mesh. Progress 0/1 restores exact input; midpoint is dispersed. Auto Play uses seconds. Seeded face stagger
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.
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 Geometry. Apply object scale for predictable distances. | Fake liquid that runs in real time - droplets flow along a curve and
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 conceptNature
Water & Oceans
MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Ocean surface generator with spectral wave detail.
Illustrative previewArchitecture
New York Plane City
Original irregular parcel city with four height/facade families, polygon-following setbacks, third-level crowns, roof cornices and wooden water towers. Plane scaling, packed textur
Illustrative previewTerrain
Terrain & Landscape
Fully native procedural coastal island: five landform modes, closed terraced terrain, independently seeded volumetric rock stacks and Boolean passage, beaches and coves, actual gra
AI conceptVisual effects
Impacts & Shockwaves
MESH INPUT: drop on a mesh, or feed mesh geometry to Surface. Apply object scale for predictable distances. | Rain impact - expanding ripple rings and splash bursts on any surface,
AI conceptTerrain
Terrain & Landscape
CURVE INPUT: drop on a curve or connect curve geometry to the curve socket inside the node tree. Use a path with enough length for the chosen spacing. | Procedural river valley - d
Illustrative previewNature
Cascade
Alpine river scene: optional curve path, meandering channel, snow banks, seeded rocks, animated ripples and proximity-masked foam. Procedural, not FLIP.
Illustrative previewModeling
Sci-Fi
GENERATOR: drop on any mesh host (a plane is enough). Replaces input with a complete ship pointing -Y, Z up. Preset 0 exposes manual hull/wing/engine dimensions; 1 Scout, 2 Corvett
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.
Illustrative previewVisual effects
Water and Smoke Remap
SmokeRemap Plume
Showing 24 of 35 assets