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procedural-modeling

该 Skill 提供 Blender 中程序化资产创建流程,重点使用 Geometry Nodes 和修改器,通过 MCP 构建岩石、建筑、道路、管道、线缆、植被和科幻面板等参数化模型。包含参数暴露、变化测试、实现烘焙、游戏导出决策与约束,并引用同目录外的 geometry-nodes 与 environment-artist 技能文档。

arjun988
热度 0.00
最近更新 2026-10-18 16:24:03
分类:创作依赖:MCP 服务应用场景:工作流

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add arjun988/blender-skills/procedural-modeling
Metadata
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