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.
Scanned 9/6/2026
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---
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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