Procedural Modeling
SkillDev toolsProcedural 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.
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the Procedural Modeling skill
What this skill tells your AI
The instructions your AI receives, as published by arjun988/blender-skills in .claude/skills/procedural-modeling/SKILL.md and read by ahel’s review.
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 |
Signals
- GitHub stars
- 187
- Forks
- 8
- Last commit
- Jul 2026
Advanced
- Catalog kind
- skill
- Gateway key
procedural-modeling- Source
- github.com/arjun988/blender-skills