Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
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。
Cinematic and game VFX in Blender including smoke, fire, particles, trails, and Geometry Nodes FX setups via MCP.
インストールする前に、エージェントに与えられる指示の中身を確認できます。
Readable effects. Controlled simulation domains. Game sprites vs cinematic volumes.
Game real-time → Meshes/cards/ribbons + emissive mats (+ GN)
Cinematic → Mantaflow / particles / GN → render → comp
Hybrid → Sim in Blender → bake flipbooks/meshes for engine
Brief (silhouette + timing) → Proxy emitter → Sim/GN prototype
→ Art-direct motion → Materials/lights → Cache → Render/comp or export
| Type | Blender Approach |
|---|---|
| Smoke/fire | Mantaflow domain + flow; keep domain tight |
| Sparks | Particle Newtonian + collision + trail |
| Debris | Rigid body shards (physics-sim) |
| Magic ribbons | Curves / GN extrude + emissive |
| Dust hit | Short particle burst + soft sprites |
COL_FX_[Shot]FX_Emit_[Name]FX_Domain_[Name]| Topic | Reference | Load When |
|---|---|---|
| Fx Timing Brief | references/fx-timing-brief.md | When needed |
| Volume Domain Rules | references/volume-domain-rules.md | When needed |
| Game Fx Export | references/game-fx-export.md | When needed |
まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
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。
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows 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。
Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
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。
Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
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。
Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery 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。
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.
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。