Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
中文简介正在准备中。当前显示原文说明。
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.
中文简介正在准备中。当前显示原文说明。
安装前可以查看交给 AI 代理的指令内容。
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.
中文简介正在准备中。当前显示原文说明。
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
中文简介正在准备中。当前显示原文说明。
Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
中文简介正在准备中。当前显示原文说明。
Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
中文简介正在准备中。当前显示原文说明。
Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
中文简介正在准备中。当前显示原文说明。
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.
中文简介正在准备中。当前显示原文说明。