Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
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Blender Geometry Nodes for procedural modeling, scatter systems, vegetation, buildings, pipes, cables, and reusable node groups. Use for procedural asset generation and instancing pipelines via MCP.
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Review the instructions the agent will receive before you install.
Reusable procedural systems. Parametric assets. Performance-aware instancing.
Define Parameters → Build Node Tree → Create Node Group (GN_)
→ Test Variations → Bake/Instance Decision → Export Integration
GN_[System]_[Descriptor]GN_Scatter_Rocks_v02Mesh Surface → Distribute Points on Faces → Instance on Points
→ Randomize Rotation (Z) → Randomize Scale → Realize (optional)
Floor Count (input) → Repeat Mesh → Stack Instances
→ Window Cut Pattern → Material Variation → Output
Curve Input → Curve to Mesh (profile) → Subdivide → Set Material
→ Multiple curves from single path node
Ico Sphere → Displace (noise) → Decimate → Instance Scatter
| Parameter | Typical Range |
|---|---|
| Scale | 0.8–1.2 (uniform or per-axis) |
| Rotation Z | 0–360° |
| Density | 0.1–2.0 per m² |
| Seed | Integer for reproducibility |
Always expose seed as group input for art direction iteration.
| Scenario | Approach |
|---|---|
| Game export | Realize instances → decimate → export mesh |
| Background scatter | Keep instanced; limit count |
| Hero procedural | Bake to static mesh for engine |
| Viewport preview | Limit instance count attribute |
| Group | Purpose |
|---|---|
| GN_Scatter_Objects | Generic surface scatter |
| GN_Array_Modular | Linear modular repetition |
| GN_Curve_Pipe | Pipe/cable along curve |
| GN_Wall_Variant | Parametric wall sections |
| GN_Vegetation_Cluster | Tree/bush clustering |
Before export:
Document which approach per target engine.
GN_ prefix| Topic | Reference | Load When |
|---|---|---|
| Scatter recipes | references/scatter-systems.md | Environment scatter |
| Building generators | references/building-generators.md | Architectural procedural |
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Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
The English summary is being prepared. Showing the original description.
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
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Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
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Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
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Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
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Validates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and game-ready performance. Use before export on all production assets via MCP.
The English summary is being prepared. Showing the original description.