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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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.
日本語の概要は準備中です。原文の説明を表示しています。
AAA environment art for modular kits, buildings, terrain, vegetation, architecture, and scene composition. Use for game-optimized environments, storytelling through space, and modular asset pipelines in Blender via MCP.
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Build and refine production Blender geometry through semantic vertex/edge/face editing, BMesh, subdivision control cages, Boolean construction, Displace relief, remesh, sculpt preparation, retopology, and deliberate surface connections. Use after blockout for hard-surface, product, organic, architectural openings, terrain/relief, or reference-driven assets when shape quality, topology, continuity, or realistic part integration matters.
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Analyze a software repository at the latest remote main commit and turn its implemented architecture into a citation-backed interactive isometric system map with a legend, selectable infrastructure buildings, dependency and payload flows, and plain-language learner explanations. For eligible public GitHub repositories, also contribute the verified map to tamdogood/CodeTerrain with a pull request. Use when a user provides a repository URL or asks to visualize, explore, learn, explain, or map a repo's architecture, infrastructure, runtime control flow, data flow, services, queues, stores, external systems, or deployment topology in an interactive UI.
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CesiumJS viewer setup - Viewer, CesiumWidget, widgets, Ion token, Scene configuration, SceneMode, factory helpers, geocoders, platform services. Use when initializing a CesiumJS application, configuring viewer widgets, setting Ion access tokens, creating default terrain or imagery, or bootstrapping a 3D globe.
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CesiumJS 3D Tiles - Cesium3DTileset, compressed and CAD-style glTF content, MVTDataProvider, UrlTemplate3DTilesDataProvider, styling, metadata, feature picking, voxels, point clouds, I3S, Gaussian splats, clipping. Use when a task involves loading 3D Tiles or Mapbox Vector Tiles, draping vector tiles on terrain, rendering KHR meshopt/CAD content, styling or querying features, working with voxels or point clouds, or clipping spatial data.
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Make kinetic-typography motion reels (MP4) in code: showreels, portfolio or work reels, product promos, intro films, "motion design"-style videos with bold condensed type, HUD micro-type, black/cream/lime palette, three.js generative layers (particle terrain, liquid marble, chrome knot, particle clouds), shape-continuity transitions and a synthesized, beat-locked score. Canvas 2D + WebGL rendered frame by frame in headless Chrome, encoded with ffmpeg. Use when the user asks for a reel, showreel, motion-graphics / kinetic-type video, a "Work Reel" in this style, or to extend/re-cut the Work Reel ’26.
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Expert coding skill for the full MapTiler platform — Cloud REST APIs, MapTiler SDK JS (built on MapLibre GL JS), native mobile SDKs, on-premise infrastructure, and vector tile schemas. USE WHEN the user wants to add a map to a web or mobile app, show locations or routes, display geographic data, build a store locator, create data visualizations on maps, add geocoding or address search, do reverse geocoding, look up elevation, do IP geolocation, fetch weather data, transform coordinates between CRS/EPSG, embed static map images, work with vector tilesets (Planet v4, Buildings, Contours, Outdoor, Ocean, Landcover, Cadastre), write MapLibre style expressions or data-driven styling, render 3D terrain, globe view, or 3D buildings extrusion, use satellite imagery, add markers, popups, heatmaps, or clustering, integrate maps in React, Vue, Svelte, Angular, Next.js, Leaflet, OpenLayers, Cesium, or deck.gl, build native maps on iOS (Swift), Android (Kotlin), Flutter, or React Native, self-host with MapTiler Server or generate tiles with MapTiler Engine CLI, or upload/manage tilesets via the Admin API. Also USE WHEN the user mentions MapLibre GL JS — the SDK extends MapLibre with built-in cloud services, helpers, and session billing.
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Plan a hiking tour with trail selection by difficulty (SAC/UIAA), time estimation using Munter's formula, elevation analysis, and safety assessment. Covers multi-day hut-to-hut tours, day hikes, and alpine routes with terrain classification and group fitness considerations. Use when planning a day hike or multi-day trekking tour, selecting trails appropriate for a group's fitness and experience, estimating realistic hiking times, or planning hut-to-hut tours with overnight logistics.
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Evaluate current trail conditions including weather, snow line, river crossings, exposure, and trail maintenance status for safety decision-making. Produces a GREEN/YELLOW/RED safety rating with actionable go/no-go recommendations. Use the day before or morning of a planned hike, during tour planning to assess seasonal viability, after unexpected weather changes on a multi-day tour, when reports suggest trail damage or closures, or before committing to an alpine or exposed route.
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Market Research Specialist. Use to analyze target markets, ICP segments, demand patterns, competitive terrain, and strategic whitespace for founder decisions.
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Mapbox GL JS interactive vector maps. Use when building a map with sources and layers, expressions, clustering, 3D terrain, geocoding or directions.
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Unity procedural generation design-to-code translation. Noise-based terrain/placement, tile & grid systems, dungeon/room generation, seed & reproducibility, content budget & constraint systems, runtime vs baked generation. DESIGN INTENT format: INTENT/WRONG/RIGHT/SCAFFOLD/DESIGN HOOK. Based on Unity 6.3 LTS.
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Audit game level design systems and procedural generation -- BSP room subdivision, Wave Function Collapse tile placement, cellular automata cave generation, Perlin noise terrain, chunk stitching, seed determinism, difficulty scaling curves, pacing rhythm (tension/rest analysis).
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Default material, information-density hierarchy, clean-rendering, negative-prompt hygiene, and evidence-preserving photo-repair layer for IM2 / GPT Image 2 / gpt-image-2 / image_gen. Use for clean generation/redraws, artifact cleanup, focal-detail control, atmospheric depth, physically coherent light paths, air scattering, volumetric light, light ratio, material realism, architecture/terrain/hard-surface scene mass and structural grounding, and 企业/公司活动/门店/团队合影/商品/餐饮/证件文档照片修复. Preserve identity, headcount, placement, product facts, text, logo, QR, date, price, and scene evidence; prefer residual blur over invented restoration detail.
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