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Procedural Modeling

Community
arjun988
procedural-modeling

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.

Overview

Publisherarjun988
Repositoryblender-skills
Skill nameprocedural-modeling
Stars
384
Forks
22
Bundled files
Instructions only
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by arjun988 on GitHub. Read the source before you install it.

Installation

Install the Procedural Modeling AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/arjun988/blender-skills/tree/main/.claude/skills/procedural-modeling
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/arjun988/blender-skills.git /tmp/blender-skills
mkdir -p .claude/skills
cp -r /tmp/blender-skills/.claude/skills/procedural-modeling .claude/skills/procedural-modeling
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Procedural Modeling in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Procedural Modeling on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Procedural Modeling is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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

SystemPrimary ToolOutput
RocksGeo Nodes + noiseStatic mesh
BuildingsGeo Nodes stackModular pieces
RoadsCurve + Geo NodesMesh strip
PipesCurve to meshNetwork
VegetationScatter GNInstanced/baked
Sci-fi panelsArray + randomTrim 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

ApproachWhen
Keep procedural in Blender onlyIteration phase
Realize single variantStandard game prop
Bake multiple seeds as LOD variantsBackground variety
Export node group to engineOnly 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

TopicReferenceLoad When
Geo nodes patterns../geometry-nodes/SKILL.mdNode setup
Environment integration../environment-artist/SKILL.mdScene placement

Frequently asked questions

What does the Procedural Modeling AI skill do?

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.

Why use Procedural Modeling on TypingMind?

Because you install it once and use it with any model. Procedural Modeling is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Procedural Modeling in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/arjun988/blender-skills/tree/main/.claude/skills/procedural-modeling. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Procedural Modeling?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Procedural Modeling?

As many as you like. As long as a model supports skills, you can use Procedural Modeling with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Procedural Modeling AI skill free?

Yes. It is published on GitHub by arjun988 under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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