analog-found-footage-h…
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
Procedural asset creation for rocks, buildings, vegetation, roads, terrain, pipes, cables, and sci-fi panels using Geometry Nodes and modifier-based workflows in Blender via MCP.
$ npx -y skills add arjun988/blender-skills --skill procedural-modeling --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/procedural-modelingContext preview
The summary Claude sees to decide when to auto-load this skill.
Procedural asset creation for rocks, buildings, vegetation, roads, terrain, pipes, cables, and sci-fi panels using Geometry Nodes and modifier-based workflows in Blender via MCP.
name: procedural-modeling description: Procedural asset creation for rocks, buildings, vegetation, roads, terrain, pipes, cables, and sci-fi panels using Geometry Nodes and modifier-based workflows in Blender via MCP. license: MIT metadata: author: https://github.com/arjun988 version: "1.0.0" domain: blender role: specialist triggers: procedural modeling, procedural rock, procedural building, terrain, road, pipe, cable, sci-fi panel, parametric related-skills: geometry-nodes, environment-artist, blender-modeler
Parametric assets with art-directable variation. Geometry Nodes priority. Bake for game export.
Define Parameters → Build Procedural System → Validate Variations
→ Realize/Bake → Optimize → Export| 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 |
Base shape (ico sphere) → Displace (multi-scale noise)
→ Decimate → Subdivide (selective) → Weighted Normal
→ Variation: seed input controls all noiseExpose: `seed`, `scale`, `roughness`, `density`
Footprint curve → Extrude floors → Window boolean pattern
→ Balcony probability → Roof type switch → Material IDOutput separate meshes per floor module for game kits.
Centerline curve → Resample → Cross-section profile
→ Bridge blend at intersections → UV follow curveNode graph points → Connect minimum spanning → Curve segments
→ Profile sweep → Collision offset → Clamp size rangeGrid subdivide → Random inset/extrude → Bevel
→ Panel index → Material variation
→ Bake to trim sheet layoutTest at parameter extremes:
| 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 |
1. Build procedural systems via MCP 2. Set seed/density parameters via MCP 3. Realize geometry via MCP 4. Query output polycount per variation 5. Export realized meshes
| Topic | Reference | Load When | |-------|-----------|-----------| | Geo nodes patterns | `../geometry-nodes/SKILL.md` | Node setup | | Environment integration | `../environment-artist/SKILL.md` | Scene placement |
94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.
Repo: arjun988/blender-skills
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
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