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/procedural-modeling

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.

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blender-skills
18894 skills1 MCP
Install
$ npx -y skills add arjun988/blender-skills --skill procedural-modeling --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/procedural-modeling

Context 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.

SKILL.md

procedural-modeling.SKILL.md
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

Procedural 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

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

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 |

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Ships withblender-skills

94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.

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TypeScript
Language
MIT
License
2mo ago
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2mo ago
Created

Repo: arjun988/blender-skills

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