About procedural-modeling
procedural-modeling is a skill for building parametric assets in Blender, aimed at workflows that need art-directable variation and game-ready exports. It covers several Geometry Nodes systems and stresses validation, realization, and optimization before export.
Key features
- 01Generate procedural rocks, buildings, and roads
- 02Control variation with seeds and parameters
- 03Test parameter bounds and reproducibility
- 04Realize and optimize geometry for game export
Use cases
- 01Create reusable modular building kits
- 02Generate road, pipe, or vegetation systems
- 03Bake rock or panel variants for game scenes
MCP support
The skill describes using MCP to build procedural systems, set seed and density parameters, realize geometry, query polygon counts, and export meshes.
Install
Copy the command and run it in a terminal.
$
npx skills add https:/ / github.com/ arjun988/ blender-skills --skill procedural-modelingAfter installing, type/procedural-modelingin Claude Code to confirm it loaded.
Details
From the project READMEProcedural Modeling
Parametric assets with art-directable variation. Geometry Nodes priority. Bake for game export.
When to Use
- Rocks, cliffs, terrain features
- Modular building generation
- Road and path systems
- Pipe/cable networks
- Sci-fi panel arrays
- Vegetation placement systems
Workflow
Define Parameters → Build Procedural System → Validate Variations
→ Realize/Bake → Optimize → Export
System Categories
| System | Primary Tool | Output |
|---|---|---|
| Rocks | Geo Nodes + noise | Static mesh |
| Buildings | Geo Nodes stack | Modular pieces |
| Roads | Curve + Geo Nodes | Mesh strip |
| Pipes | Curve to mesh | Network |
| Vegetation | Scatter GN | Instanced/baked |
| Sci-fi panels | Array + random | Trim sheet geo |
Rock Generation
Base shape (ico sphere) → Displace (multi-scale noise)
→ Decimate → Subdivide (selective) → Weighted Normal
→ Variation: seed input controls all noise
Expose: seed, scale, roughness, density
Building Generation
Footprint curve → Extrude floors → Window boolean pattern
→ Balcony probability → Roof type switch → Material ID
Output separate meshes per floor module for game kits.
Road Systems
Centerline curve → Resample → Cross-section profile
→ Bridge blend at intersections → UV follow curve
Pipe/Cable Networks
Node graph points → Connect minimum spanning → Curve segments
→ Profile sweep → Collision offset → Clamp size range
Sci-Fi Panels
Grid subdivide → Random inset/extrude → Bevel
→ Panel index → Material variation
→ Bake to trim sheet layout
Variation Testing
Test at parameter extremes:
- Minimum scale/density
- Maximum scale/density
- Seed 0, 42, 9999 (reproducibility check)
Game Export Decision
| Approach | When |
|---|---|
| Keep procedural in Blender only | Iteration phase |
| Realize single variant | Standard game prop |
| Bake multiple seeds as LOD variants | Background variety |
| Export node group to engine | Only if engine supports |
MCP Integration
- Build procedural systems via MCP
- Set seed/density parameters via MCP
- Realize geometry via MCP
- Query output polycount per variation
- Export realized meshes
Constraints
MUST DO
- Expose seed for reproducibility
- Test min/max parameter bounds
- Realize before game engine export
- Optimize after realize (asset-optimization)
- Document parameter ranges in production brief
MUST NOT DO
- Export unrealsized geometry nodes to game without validation
- Infinite variation without performance testing
- Procedural where manual hero quality required
- Skip UV planning on procedural output
- Hardcode random without seed control
Reference Guide
| Topic | Reference | Load When |
|---|---|---|
| Geo nodes patterns | ../geometry-nodes/SKILL.md | Node setup |
| Environment integration | ../environment-artist/SKILL.md | Scene placement |
Comments
Markdown supported