Geometry 1
PROCEDURAL LATTICE
Geometry 2
VORONOI FRACTURE
Geometry 3
CABLE GENERATOR
Geometry 4
TILING SYSTEM
Geometry 5
SPLINE MESH
[ VIDEO: PROCEDURAL_LATTICE ]

Procedural Lattice

BLENDER / GEOMETRY NODES / STRUCTURAL

Fully parametric lattice structure generated through recursive subdivision and edge extrusion. Supports variable density gradients, randomized strut thickness, and automatic UV generation for material assignment. Ideal for sci-fi paneling, architectural facades, and mechanical detail work.

[ VIDEO: VORONOI_FRACTURE ]

Voronoi Fracture

HOUDINI / VEX / DESTRUCTION

Real-time Voronoi-based fracture system with interior face material assignment and edge wear detail. Supports animated crack propagation, pre-cut chunking for game engines, and constraint network generation for RBD simulation. Includes per-fragment mass and convex hull approximation.

[ VIDEO: CABLE_GENERATOR ]

Cable Generator

MAYA / PYTHON + NODES / ENVIRONMENT

Spline-driven cable and wire generation system. Drop start and end points, and the tool generates catenary-curve cables with adjustable sag, twist, and bundle count. Supports auto-clamp generation at attachment points, cable ties, and procedural insulation material variation along the length.

[ VIDEO: TILING_SYSTEM ]

Tiling System

BLENDER / GEOMETRY NODES / ARCHITECTURAL

Procedural tile generator that fills arbitrary planar regions with configurable tile patterns. Supports hexagonal, herringbone, brick, and custom template layouts. Includes grout gap control, per-tile height randomization for weathering effects, and automatic edge-tile clipping at surface boundaries.

[ VIDEO: SPLINE_MESH ]

Spline Mesh

UNREAL / BLUEPRINTS / RUNTIME

Runtime spline mesh component that deforms geometry along user-defined paths. Supports profile scaling curves, twist distribution, and automatic LOD generation. Used for pipes, railings, roads, and any path-following geometry that needs to be placed and adjusted at runtime in-editor or in-game.